Kurushii Posted October 7, 2013 Posted October 7, 2013 *Note* - When browsing the Kokonoe forums please follow the rules of the site, failure to do so will result in an Infraction. If you do not know the rules you can check them here -> Site Rules. InformationIf 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.jJumpsjSuper JumpadAir DashiadInstant Air DashjcJump CancelsjcSuper Jump CancelCHCounter HitFCFatal CounterRCRapid CancelODOverdrivecODOverdrive 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.[N/N%]Damage/Heat Gain %[/table] Challenge Mode Combos[collapse]Mission #01D > 236DMission #02236A/BMission #03236CMission #04214A/B/CMission #0522A/BMission #0622CMission #07214214A/B/CMission #08632146DMission #09OD > 23663214CMission #10720DMission #115B > 5C > 3C(2) > 5D [1606/11%]Mission #125B > 2B(2) > 3C(2) > 236A [2180/15%]Mission #13j.B(1) > 5B > 6A > 5B > 5C > 3C(2) > 236A [2561/18%]Mission #142B(1) > 5B > 5C > 3C(2) > 214214A/B/C , 5D > 236C [3618/11-50+3%]Note: You can do 2B(2) starter but the damage proration is worse.Mission #155D , 2B(2) > 5B > 5C > 236D , 2B(2) > 5C > 3C(2) [2269/16%]Mission #165BC > 8D > 6C > j.236D |> 6B > 236B [2895+500/24%]Mission #176[A] > jc > j.B(2) > j.C > j.6D > j.236D [1915/13%]Mission #184BC > 8D , 66 > 5B > 6A > jc > j.B(2) > jc > j.B(1) > j.2C [2611/18%]Mission #196B(2) , 5A > 5B > 6A > jc > j.B(2) > jc > j.B(2) > j.C > j.2363214C [3476/13-100%]Mission #20While fighting the CPU, land 720D.Mission #21j.BC > j.9D |> 66 > 2C > 6C > j.236D |> 214A , sj.2C [3238/23%]Mission #22[Corner] 5B > 5C > 3C(2) > 236A , 5A > 5B > 6A > sjc > j.B(2) > j.2C [3183/22%]Mission #23[Corner] 5B > 5C > 2C > 236B , 5B > 6[A] > 6B(2) > 214214A , 5D > 236C [4763/24-50+3%]Mission #24632146D , 66 > 5B > 6A > jc > j.B(2) > jc > j.B(2) > j.C > j.6D > j.236D |> 66 > 2C > 6C > j.2C [2899/-50+20%]Mission #25Deal 3000 damage in a combo, starting with a CT.CT , 2C > 6C > jc > j.B(2) > j.C > j.6/9D > j.236D |> 66 > 6B(2) > 236B [3223/-25+9%]Mission #266B(1) > RC > 2B(1) > 5B > 5C > 2C > 5D > 2B(1) > 5B > 5C > 236D > 2B(1) > 5B > 5C > 3C(2) > 236A [2716/3-50+6%]Mission #275B > 5C > 3C(2) > 214214A/B/C , 5D > 22B , 5B > 6 > 236D > 6B > 236B [4749/11-50+7%]Mission #286B(2) > 5D > 6A > jc > j.B(2) > j.2C |> 5A > 5B > 236A , 3C(2) > 236C [3054/21%]Mission #29CT > 66 > 6[A] > 6(2) > 5B > 6A > jc > j.B(2) > j.C > j.6D > j.236D |> 66 > 2C > 6B(2) > 236B , 6A > 236C [4813/-25+21%]Mission #30Deal 7000 damage in a combo.OD > 2363214C > [C] [8310/-100%][/collapse]
rayplay Posted November 8, 2013 Posted November 8, 2013 Super basic midscreen: 5B 6A 5C 3C 236A Corner: 5B 6A 5c 3c 236A 5A 6A JB JC JD 236D 6B 22A 5C 236B 5C 214214A 22B Does about 4.6k. I tried to put another 236D at the end after the lightning hits, but SMP stops that. You can alternatively go for oki after 236B by doing 5C 3D into stuff.
NecroTheReaper Posted November 8, 2013 Posted November 8, 2013 (edited) [5B>6A]x2>5C>3C>236A/22B/5D [2282(2907)/16(20)%] 6B>22A>[6[A]>6>22A]x2>6B [2764/19%] 2C>5D>[5B>6A]x2>5C>236D>6B>22A>6[A]>6>236A [4205/30%] [25%]6B>CT>66[A]>j.B(2)>j.C>j.6D>j.236D>66>6B>236B>5B>6B>236A [3936/17%] [25%]2C>CT>6[A]>j.B>dj.B>j.C>j.6D>j.236D>66>6B>236B>5B>6B>236A [5765 damage/24%] [50%]5B>5C>3C>RC>5B>6A>j.B>dj.B>j.C>j.6D>j.236D>66>2C>6B>236B>5B>6B>236A [4514/21%] Edited November 8, 2013 by NecroTheReaper
Kurushii Posted November 8, 2013 Author Posted November 8, 2013 Please read the opening post on notation and writing.
bace Posted November 8, 2013 Posted November 8, 2013 (edited) midscreen throw: 5BC > 8D , 2C > 6C > j2C > j236D |> 6B > 22A , charged 6A > 236C [4075/28%] corner: [CO] 5B > 5C > 2C > 236B , 5B > 22A , 6C > jB > jC > jD > j236D , 6B > 236C [4510/32%] Edited November 8, 2013 by bace
AchedSphinx Posted November 8, 2013 Posted November 8, 2013 midscreen throw: 5BC > 8D , 2C > 6C > j2C > j236D |> 6B > 22A , charged 6A > 236C [4075/28%] midscreen throw: 5B+C > 6D > 6C j.2C > j.236D |> 2C > 6B > 236B > 5C > 236C [4275/30%] midscreen: [25%] 6B > 5A+B > 6C > jc> j.B |> 6A > j.B > jc > j.B > j.C > j.6D > j.236D |> 662C > 6B > 236B > 5C > 236C [4458/19%] corner: 6B > 6D > 5B > 5C > 2C > 6C > j.2C > j.236D |> 6B > 236B > 5C > 236C [3931/28%]
Loli Bacon Posted November 8, 2013 Posted November 8, 2013 Midscreen, crouching (I don't know how optimal this is): 5B > 2C > 6C > j.5D > j.236D |> 6B > 22A 6[A] 6 236C [4292/30%] Midscreen, 4A+B > 7D > 2C > 6C > j.5D > j.236D |> 6B > 22A > 6[A] 236C [3819/27%]
someonewhodied Posted November 8, 2013 Posted November 8, 2013 (edited) Whiff Loop(Corner): (5K Meterless) Off of fatal only: X(Fatal Counter)>6C>j.D>j.C>j.2C(whiff)>(jump>j.C>j.D>j.C>j.2C>)xN>jump>j.C>j.D>j.236D>22A>236B>5B>236A 5.6K Corner:(5C Counter starter)(236B Oki) 5C(CH)>5D>236A>5B>5C>236B>236D>[236B(2)]+22[A]>]22A[>236B(1) 2nd hit explodes after they tech. off of a grab, same oki: 5BC>236B>5B>5D>236D>22A>236B(1) to reset the situation with almost 3K more damage. Edited November 8, 2013 by someonewhodied
stickystaines Posted November 8, 2013 Posted November 8, 2013 Midscreen, crouching (I don't know how optimal this is): 5B > 2C > 6C > j.5D > j.236D |> 6B > 22A 6[A] 6 236C [4292/30%] If you omit the 6 at the end, you can confirm this with 5B 6A 5B, allowing you to confirm crouching.
Chiekawa Posted November 9, 2013 Posted November 9, 2013 With Graviton near opponent: 5A or 2A>5B>5C>236D,[6A]>[6B]>22A>[6A]>[6B]>236B 5B>5C>236D,[6A]>[6B]>22A>[6A]>[6B]>22A>[6A]>[6B]>236B
Miheko Posted November 9, 2013 Posted November 9, 2013 Midscreen, crouching (I don't know how optimal this is): 5B > 2C > 6C > j.5D > j.236D |> 6B > 22A 6[A] 6 236C [4292/30%] slightly improved 5b > 2c > 6c > j.5d > j.236d > 6[A} > 6 > 22a > 6[A] > 6B > 236c [4513/32%] adding 6a after 5b still makes it work - just 4460 dmg instead. 5b 6a 5b is 4383 dmg.
Rorshock520 Posted November 9, 2013 Posted November 9, 2013 (edited) Midscreen punish combo (probably totally unoptimized and there are probably better combos out there): [51%]2C>6C>5D>236D, A+B(CT), 6B>22A, 5B>6A>5B>6A>5C>236B, 5B>214214A, 22B>sj.2C Does 6087 damage. Edited November 9, 2013 by Rorshock520
Miheko Posted November 9, 2013 Posted November 9, 2013 Whiff Loop(Corner): (5K Meterless) Off of fatal only: X(Fatal Counter)>6C>j.D>j.C>j.2C(whiff)>(jump>j.C>j.D>j.C>j.2C>)xN>jump>j.C>j.D>j.236D>22A>236B>5B>236A 5.6K assuming X is 2c starter (unless you can combo off j.2c fc), improved version 2C (no FC required) > 6c > j.5d>j.C>j.2C whiff>5c>j.b2>j.c>j.2C whiff>5c>j.b1>j.c>j.2c>j.236d>6b>22a>slight delay 5c>236b>5c>236c 6075 dmg, 43 meter gained
someonewhodied Posted November 9, 2013 Posted November 9, 2013 assuming X is 2c starter (unless you can combo off j.2c fc), improved version 2C (no FC required) > 6c > j.5d>j.C>j.2C whiff>5c>j.b2>j.c>j.2C whiff>5c>j.b1>j.c>j.2c>j.236d>6b>22a>slight delay 5c>236b>5c>236c 6075 dmg, 43 meter gained Yeah I know there are better options, but the point of the combo was to make a repeatable loop that could be done 3 or 4 times simply for the amusement factor.
Miheko Posted November 9, 2013 Posted November 9, 2013 ah, yeah. kokonoe's combos can be a bit silly with the reps (6a loop is actually pretty practical too) has anyone noticed that kokonoe's combos are really finnicky with characters sometimes? it's a bit annoying. 22a->5c can be annoying on a lot of chars, same with 5c>b bunker in corner anyway, a more reliable back throw combo meterless midscreen 4B+C > 9D > dash 3c > 2c > 6c > j.214a > land 22a > 236d > 6 > 236B [3890/37%]
Nenenene Posted November 9, 2013 Posted November 9, 2013 (edited) I'll contribute, this one against crouching opponent and in the corner(I think there are more optimal combo then this one): [50%]5B>5C>2C>236B>5B>6C>jc>5B>6A>214214A>5D>236C[5,122/30%] when you do the 6C to jump cancel, wait a little bit then proceed with the rest of the combo. Edited November 9, 2013 by Nenenene
Zephyer Posted November 9, 2013 Posted November 9, 2013 Quick midscreen 6B combo I came up with, far from optimal though 6B > 22A > 2C > 6C > j.5D > j.236D |> 6B > 236C [3094/21%]
Loli Bacon Posted November 9, 2013 Posted November 9, 2013 Midscreen: 6B > 22A > 6[A] > 2C > 6C > j.5D > j.236D |> 6B > 22A > 6[A] > 236C [3376/24%] Corner: 6B > 22A > 6[A] > 2C > 6C > j.5D > j.236D |> 6B > 22A > 6[A] > 5C > 236B > 5C > 236C [3831/27%]
Kurushii Posted November 9, 2013 Author Posted November 9, 2013 (edited) 5A > 6A > 5B > 6A > 5B > 5C > 3C(2) > 236A [2462/17%] 22B/5D [1983/14%] [CO] 5A > 5B > 2C > 6C > j.D , j.B(1) > 6A > j.2C > j.236D > 6B(2) > 236B [3210/23%] 22B/5D [2901/20%] 5B > 6A > 5B > 6A > 5C > 3C(2) > 236A [2907/20%] 22B/5D [2282/16%] 5C > 3C(2) > 236A [2401/17%] 22B/5D [1404/10%] c.5C > 6A > 5B > 6A > 5B > 5C > 3C(2) > 236A [3301/23%] 22B/5D [2746/19%] 2A > 5B > 6A > 5B > 6A > 5C > 3C(2) > 236A [2241/16%] 22B/5D [1810/13%] 2B(1) > 5B > 6A > 5C > 3C(2) > 236A [2352/16%] 22B/5D [1750/12%] c.2B(1) > 6A > 5B > 6A > 5C > 3C(2) > 236A [2468/17%] 22B/5D [1932/13%] 2C > 3C(2) > 236A [2733/19%] 22B/5D [1705/12%] c.2C > 6C > j.D , j.B(1) |> 6A > jc > j.B(2) > jc > j.B(2) > j.2C > j.236D |> 6B(2) > 236B [4424/31%] 22B/5D [4065/29%] 3C(2) > 236A [1745/12%] 22B/5D [738/5%] 6A > 5B > 6A > 5B > 5C > 3C(2) > 236A [2681/19%] 22B/5D [2120/15%] [AA] 6A > jc > j.B(2) > jc > j.B(2) > j.C > j.6D , j.236D |> 66 > 6B(2) > 22A , 6B(2) > 236B , 6A > 236C [3971/28%] 236B [3309/23%] 22B/5D [2979/21%] [AA] 6A > 6C > j.D , j.B(1) |> 6A > jc > j.B(2) > jc > j.B(2) > j.2C > j.236D |> 6B(2) > 22A , 6B(2) > 236B [3670/26%] 22B/5D [3457/24%] [CO] 6B(2) , 5A > 6A > jc > j.B(2) > jc > j.B(2) > j.C > j.6D , j.236D |> 66 > 6B(2) > 22A , 6B(2) > 236B , 6A > 236C [3149/22%] 236B [2636/18%] 22B/5D [2448/17%] 6C > j.D , j.B(1) |> 6A > jc > j.B(2) > jc > j.B(2) > j.2C > j.236D |> 6B(2) > 22A , 6B(2) > 236B [3871/31%] 22B/5D [3631/26%] [AA] j.B(2) > jc > j.B(2) > j.C > j.6D , j.236D |> 66 > 6B(2) > 22A , 6B(2) > 236B , 5C > 236C [4003/28%] 236B [3230/23%] 22B/5D [2860/20%] [AA] sj.A(N) > jc > j.A(N) > j.B > j.C > j.6D , j.236D |> 66 > 6B(2) > 236B [~1550/10%] 22B/5D [~1350/9%] 5BC > 6D , 66 > 6C > j.D , j.B(1) |> 6A > jc > j.2C > j.236D |> 6B(2) > 236B , 5C > 236C [3925/28%] 236B [3312/23%] 22B/5D [3018/21%] 4BC > 8D , 6C > j.D , j.B(1) |> 6A > jc > j.2C > j.236D |> 6B(2) > 236B [3312/23%] 22B/5D [3018/21%] j.BC > j.D |> 66 > 6C > j.D , j.B(1) |> 6A > jc > j.2C > j.236D |> 6B(2) > 236B [3312/23%] 22B/5D [3018/21%] Edited November 10, 2013 by Kurushii
someonewhodied Posted November 9, 2013 Posted November 9, 2013 [CO] 5A > 5B > 2C > 6C > j.D , j.B(1) > 6A > j.2C > j.236D > 6B(2) > 236B [3210/23%] 22B/5D [2901/20%] Maybe swap out the j.b(1) for j.C>j.2C(Whiff)? Just curious if that will work.
Arawn Posted November 9, 2013 Posted November 9, 2013 (edited) After thinking about it, I've decided to contribute (even if I have the impression that nobody will EVER care about this post). These are combos I've found with Gaiden Infinity, another player and we've found some pretty neat optimized combos: Crouching opponent: Midscreen: 5B > 2C > 6C > JC > j.B(2) > 6A > high jump > j.B(2) > j.B(2) > j.C > j.9D > j.236D > 66 > 6[A] > 6B > 236B > 5C > 236C [5181/37%] Corner: 5B > 2C > 6C > JC > j.C > j.5D > j.C > j.2C whiff > 5C > high jump > j.B(2) > j.C > j.2C > j.236D > 22B > 5A > 5B > 6[A] > 6B > 236B > 5C > 236C [5827/41%] Optimized version: 5B > 2C > 6C > JC > j.C > j.5D > j.C > j.2C whiff > 5C > high jump > j.B(2) > j.C > j.2C > j.236D > 22B > 5B > 6A > 6 > 236B > 5C > 236C [6047/43%] Throw combos: Midscreen: 5B+C > 9D > 66 > 2C > 6C > JC > j.2C > j.236D > 6[A] > 6B > 236B > 66 > 5C > 236C [4434/31%] j.B+C > j.8D > j.214D > 66 > 2C > 6C > JC > j.C > j.9D > j.236D > 236B > 5C > 236C [4167/29%] Corner: 5B+C > 9D > 2C > 6C > JC > j.C > j.2C > j.236D > 22A > 6B > 236B > 5C > 236C [4518/32%] 632146D starter combo: Midscreen: 632146D > 66 > 2C > 6C > JC > j.B(2) > 6A > high jump > j.B(2) > j.B(2) > j.C > j.9D > j.236D > 66 > 6[A] > 6B > 236B > 5C > 236C [6415/37%] Corner: 632146D > 6C > JC > j.C > j.5D > j.C > j.2C whiff > 5C > high jump > j.B(2) > j.C > j.2C > j.236D > 22B > 5A > 5B > 6[A] > 2C > 6B > 236B > 5C > 236C [6843/40%] Overhead midscreen: 6B > 22A > 6C > JC > j.B(2) > 6A > high jump > j.B(2) > j.B(2) > j.C > j.9D > j.236D > 66 > 2C > 6B > 236B > 5C > 236C [3867/27%] Anti-air midscreen: 6A CH > delay 6C (autocorrects) > JC > j.B(2) > 6A > high jump > j.B(2) > j.B(2) > j.C > j.9D > j.236D > 66 > 6[A] > 2C > 6B > 236B > 5C > 236C [4584/32%] Edited November 11, 2013 by Arawn
Kurushii Posted November 10, 2013 Author Posted November 10, 2013 (edited) All Midscreen [CO] 5A > 5B > 2C > 6C > jc* > j.B(2) > j.C > j.6D , j.236D |> 66 > 6B(2) > 236B , 5C > 236C [3959/28%] 22B/5D [3491/25%] *Input fast, and do as forward jump. [CO] 5B > 2C > 6C > jc* > j.C > j.6D , j.236D |> 66 > 6B(2) > 22A , 6[A] , 6B(2) > 236B , 5C > 236C [4860/34%] 22B/5D [4406/31%] Combo is also available on CH against a standing opponent. *Input fast, and do as forward jump. CH 5C > 22C > 2C > 6C > jc* > j.C > j.6D , j.236D |> 66 > 6B(2) > 22A , 6[A] , 6B(2) > 236B > 5C > 236C [5160/37%] 22B/5D [4706/33%] *Input fast, and do as forward jump. c.2C > 6C > jc* > j.B(2) > j.C > j.6D , j.236D |> 66 > (6B(2) > 22A , 6[A])*2 , 6B(2) > 236B > 5C > 22B/5D [4972/35%] *Input fast, and do as forward jump. [AA] 6A > jc > j.B(2) > jc > j.B(2) > j.C > j.6D , j.236D |> 66 > (6B(2) > 22A , 6[A])*2 > 6B(2) > 236B , 5C > 22B/5D [3857/27%] 6B(2) > 22A , 6[A] , 6B(2) > 22A , 2C > 6C > jc* > j.B(2) > j.C > j.6D , j.236D |> 66 > 6B(2) > 236B , 5C > 22B/5D [3362/24%] *Delay so that the opponent falls a bit, and do as forward jump. 6C > jc* > j.B(2) > j.C > j.6D , j.236D |> 66 > (6B(2) > 22A , 6[A])*2 , 6B(2) > 236B > 5C > 22B/5D [4216/30%] *Input fast, and do as forward jump. CH 3C > 22A , 6[A] , 6B(2) > 22A , 2C > 6C > jc* > j.B(2) > j.C > j.6D , j.236D |> 66 > 6B(2) > 236B , 5C > 236C [4318/30%] 22B/5D [3956/28%] *Delay so that the opponent falls a bit, and do as forward jump. [AA] j.A(3) > j.B(1) > jc > j.B(2) > j.C > j.6D , j.236D |> 66 > 6B(2) > 236B > 5C > 22B/5D [2535/18%] [AA] j.B(2) > jc > j.B(2) > j.C > j.6D , j.236D |> 66 > (6B(2) > 22A , 6[A])*2 > 6B(2) > 236B , 5C > 22B/5D [3848/27%] j.B(2) |> 6A > 5B > 6A > 5B > 5C > 3C > 236A [2937/21%] 22B/5D [2438/17%] 5BC > 9D , 66 > 2C > 6C > jc > j.2C > j.236D |> 6[A] , 6B(2) > 236B > 5C 236C [4375/31%] 22B/5D [3984/28%] 4BC > 9D , 66 > 3C(2) , [4] > f.2C > 6C > j.236D |> 6B(2) > 236B [3489/25%] 22B/5D [3158/22%] j.BC > j.6D |> 66* > f.2C > 6C > j.236D |> 6[A] > 6B(2) > 236B > 5C 22B/5D [3724/26%] *Only tap 66. If you hold it you'll be spaced wrong to land 6[A]. --- 632146D |> 66 > 2C > 6C > jc* > j.B(2) > j.C > j.6D , j.236D |> 66 > 6B(2) > 22A , 6[A] , 6B(2) > 236B > 5C > 236C [4089/29%] [6220/36%] 22B/5D [3664/26%] [5780/32%] *Delay so that the opponent falls a bit, and do as forward jump. Edited November 11, 2013 by Kurushii
tehxdemixazn Posted November 10, 2013 Posted November 10, 2013 Lots of these don't work on noel... Any variations?
Zouf Posted November 10, 2013 Posted November 10, 2013 I found 2C > 6C often whiffs. So I worked around and found this : works at any distance 2C > 5D > 5B > 6A > 5B > 6A > 5C > 236D > 6B > 22A > 6[A] > 6B > 236C : 4362 dmg and FC 2C > 5D > 6C > combo The good thing here is that 2C > 5D is safe on guard except if the opponent is very close and IB it. But it's a great tool for zoning and it's easier to hit confirm
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