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[CP] Kokonoe - Combo Thread [Updated 03/25/2014]


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Posted

Midscreen:

[CO] 5B > 2C > 6C > jc > j.B(2) |> 6A > sjc > j.B(2) > jc > j.B(2) > j.C > j.9D , j.236D |> 66 > 6[A] > 6B > 236B > 5C > Oki [4741/34%]

Note: Jump cancel immediately after 6C, and delay the j.B(2) so that the hits land closer to the ground.

CH 5C > 22C > 2C > 6C > jc > j.B(2) |> 6A > sjc > j.B(2) > jc > j.B(2) > j.C > j.9D , j.236D |> 66 > 6A[A] > 6B(2) > 236B > 5C > Oki [5041/36%]

Note: Jump cancel immediately after 6C, and delay the j.B(2) so that the hits land closer to the ground.

c.2C > 6C > jc > j.B(2) |> 6A > sjc > j.B(2) > jc > j.B(2) > j.C > j.6D , j.236D |> 66 > 6B(2) > 22A , 6[A] > 6B(2) > 236B > 5C > Oki [5047/36%]

Note: Jump cancel immediately after 6C, and delay the j.B(2) so that the hits land closer to the ground.

CH 6A > 6C > jc > j.B(2) |> 6A > sjc > j.B(2) > jc > j.B(2) > j.C > j.9D , j.236D |> 66 > c.6[A] > 2C > 6B(2) > 236B > 5C > Oki [4156/29%]

Note: Delay the 6C and immediately jump cancel it so you land closer to the ground after the j.B(2).

6B > 22A , 6C > jc > j.B(2) |> 6A > sjc > j.B(2) > jc > j.B(2) > j.C > j.9D > j.236D |> 66 > 2C > 6B(2) > 236B > 5C > Oki [3467/24%]

Note: Delay the 6C and delay the jump cancel so you land closer to the ground after the j.B(2).

6C > jc > j.B(2) |> 6A > sjc > j.B(2) > jc > j.B(2) > j.C > j.6D , j.236D |> 66 > 6[A] > 2C > 6B(2) > 236B > 5C > Oki [4420/31%]

Note: Jump cancel immediately after 6C, and delay the j.B(2) so that the hits land closer to the ground.

CH 3C(2) > 22A , 66 > 2C > 6C > jc > j.B(2) |> 6A > sjc > j.B(2) > jc > j.B(2) > j.C > j.6D , j.236D |> 66 > 6[A] > 6B(2) > 236B , 5C > Oki [4266/30%]

Note: Jump cancel immediately after 6C, and delay the j.B(2) so that the hits land closer to the ground.

632146D |> 66 > 2C > 6C > jc > j.B(2) |> 6A > sjc > j.B(2) > jc > j.B(2) > j.C > j.9D , j.236D |> 66 > 6[A] > 6B(2) > 236B , 5C > Oki [3815/27%] [5972/34%]

Note: Jump cancel immediately after 6C, and delay the j.B(2) so that the hits land closer to the ground.

Corner:

5BC/4BC > 9D , 2C > 6C > jc > j.C > j.2C > j.236D |> 6[A] > 6B(2) > 236B > 5C > Oki [4151/29%]

Note: You have to dash after 9D if your back isn't touching the corner when doing a back throw. Delay the jc so that the opponent falls a bit, and do as a backward jump.

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Posted (edited)
is there an easier way (visual/audio/whiff) on how to get the OTG damage from the blackhole?

What I do to get the combo from 2C since I can't do the 22B > 3C consistently, is

Stuff > Black Hole UB > 5a(w) > 2C > 6C > The rest.....

If I have a graviton set before Black hole, instead of 5a(w) I just 214D and do 2C.

Edited by Fujiwara
Posted

For in corner you are doing that? I tried doing a whiff for midscreen timing but I just look for a specific camera shift to input 2C.

Posted

yeah i think the camera shift is a good way to determine, i can't seem to rely on whiffing consistently.

for some occasions i just go straight up 6C. thanks for the tips

Posted

Yeah, it works for me pretty consistently. Works midscreen for me too, though the 2C is a little far off since midscreen it becomes 5a(w) > 6[6]1C, though just doing dash 2C midscreen is way better. This method just makes it unnecessarily hard.

Posted
Yeah, it works for me pretty consistently. Works midscreen for me too, though the 2C is a little far off since midscreen it becomes 5a(w) > 6[6]1C, though just doing dash 2C midscreen is way better. This method just makes it unnecessarily hard.

i cant test it atm, correct me if im wrong but last i remember you have a lot of time to do moves before you can hit the opponent. do just do 1 5a whiff?

Posted
What's Kokonoe's best combo off of 2A midscreen? Is it as simple as 2A > 5B > 6A > 5B > 6A > 5C > 3C(2) > 236A for 2241 damage?

Depends if you want meter or metereless. Your combo doesn't work on crouching opponents, so in the chance you get 2A counter-hit it'll whiff.

If you're meterless off of 2A midscreen there really isn't much to it if they're standing, which then nets you 2A > 5B > 5C > 3C(2) > 236A Graviton setup.

Posted

That one works for me against crouching on normal and ch. Certain character you getting it to whiff on?

Posted (edited)

Doesn't work on crouching Jin.

EDIT: Re-tested, looks like you need to delay the 6A slightly or it whiffs. Can't just mash it out.

Edited by Chun
Posted

Since Weikawut got me thinking of midscreen fatals of far 2C...

FC f.2C > 4D > 6C > jc > j.B(2) |> 6A > jc > j.B(2) > jc > j.B(2) > j.2C > j.236D |> 66 > 6[A] > 6B(2) > 22A > 6[A] > 6B(2) > Oki [4932/35%]

Posted

short standing combos

2a 2b 5b 5c 3c 236a oki

2a 2a 2b 5b 3c 236a oki

2a 2a 2b 6a 5b 6a 5c 3c 236a oki

2a 2b 5b 5c 3c oki/delay oki

2b for extra damage, not needed

crouching

2a 2b 5b 5c 3c 236a oki

2a 2b 5b (5c) 2c 5d 236d 5c 3c 236a oki

2a 5b 2c 5d 236d dash 2b 6a 5b 6a 5c 3c 236a oki

2a 2a 2b 5b 2c 236b oki

2a 5b 2c 5d 236d 6[a] 6 236b oki

2a 2a 2b 5b 2c 6c j2c oki

jumping

2a 5b 6a short air combo

simple midscreen combos, get the most out of your 2a's. for the corner theres a slightly more damaging route that l forgot. also some of these need to be tested but most should be correct.

golden rule; if graviton is pulling the foe -toward- you, always omit the 3c, it has a minimum range.

236b oki is, of course, better than 236a oki.

primary oki midscreen is either 22b or 6d 214a. personally l do 22b and then 214a so l control lots of space with a long time to do a setup

Posted (edited)

Midscreen CT:

c.2C > CT , 6C > jc > j.B(2) |> 6A > sjc > j.B(2) > jc > j.B(2) > j.C > j.6D > j.236D |> 66 > 6[A] > 6B(2) > 236B , 5C > Oki [5908/7-25+17%]

c.2C > CT , 6C > jc > j.B(2) > j.C > j.6D > j.236D |> 66 > 6[A] > 6B(2) > 22A , 6[A] > 6B(2) > 236B > 5C > Oki [5876/7-25+19%]

CH 5C > CT , 6C > jc > j.B(2) |> 6A > sjc > j.B(2) > jc > j.B(2) > j.C > j.6D > j.236D |> 66 > 6[A] , 2C > 6B(2) > 236B > 5C > Oki [5629/5-25+18]

CH 5C > CT , 6C > jc > j.B(2) > j.C > j.6D > j.236D |> 66 > 6[A] > 6B(2) > 22A , 6[A] > 6B(2) > 236B > 5C > Oki [5442/5-25+18]

CH 6A > CT , 66 > 2C > 6C > jc > j.C > j.6D > j.236D |> 66 > 6[A] > 6B(2) > 22A , 6[A] > 6B(2) > 236B > 5C > Oki [4927/3-25+17]

6B(2) > CT , 66 > 2C > 6C > jc > j.C > j.6D > j.236D |> 66 > 6[A] > 6B(2) > 22A , 6[A] > 6B(2) > 236B > 5C > Oki [4338/4-25+14]

CH j.C |> CT , 66 > 2C > 6C > jc > j.C > j.6D > j.236D |> 66 > 6[A] > 6B(2) > 22A , 6[A] > 6B(2) > 236B > 5C > Oki [5336/5-25+17%]

[AA] CH 5B > CT , 66 > 2C > 6C > jc > j.B(2) |> 6A > sjc > j.B(2) > jc > j.B(2) > j.C > j.6D > j.236D |> 66 > 6[A] > 6B(2) > 236B > 5C > Oki [5549/3-25+18]

[AA] CH 5B > CT , 66 > 2C > 6C > jc > j.B(2) > j.C > j.6D > j.236D |> 66 > 6[A] > 6B(2) > 236B > 5C > Oki [5308/3-25+17%]

CT , 66 > 2C > 6C > jc > j.B(2) |> 6A > sjc > j.B(2) > jc > j.B(2) > j.C > j.6D > j.236D |> 66 > 6[A] > 6B(2) > 236B > 5C > Oki [4815/-25+17%] [blocked:3987/-25+15%]

CT , 66 > 2C > 6C > jc > j.B(2) > j.C > j.6D > j.236D |> 66 > 6[A] > 6B(2) > 22A , 6[A] > 6B(2) > 236B > 5C > Oki [4728/16%] [blocked:3967/-25+15%]

Edited by Kurushii
Posted

Had not seen this posted here so forgive me if I missed it.

You can combo after flare super A by placing a graviton right after it is used.

Example: 5B > 5C > 3C(2) > 214214A > 5D > *delay* 236D > 6B (2) > 22A> 6[A] > 6B(2) > OKI (4235/ 16%)

236C ender (4642/ 19%)

Posted

Challenge mode teaches you that. Not really worth it damage wise for the meter cost.

Posted

I keep missing the timing after 3C > 214214A to set the D>22B. Been using Kokonoe's head as a visual cue but that's still too late apparently.

Posted
Had not seen this posted here so forgive me if I missed it.

You can combo after flare super A by placing a graviton right after it is used.

Example: 5B > 5C > 3C(2) > 214214A > 5D > *delay* 236D > 6B (2) > 22A> 6[A] > 6B(2) > OKI (4235/ 16%)

236C ender (4642/ 19%)

The challenge mode combo does even more damage than that. It's nice, and it's a good way to land a kill midscreen if you land anything into 3C. Worth learning just to have.

Posted
The latest Kurono vid actually shows him doing 3c>214214a>8d>214a>22a and then like 5d>236c for 5.1k off 5b on midscreen standing.

5B > 5C > 3C > 214214B > 2C > 6C > j.D |> 22B > 5B > 6 > 236D > 6[A] > 236C is 5.4k

2A > 5B > 5C > 3C > 214214B > 2C > 6C > j.D |> 22B > 5B > 6 > 236D > 236C is about 4.1k

http://www.youtube.com/watch?v=FxyYQI0HP3E

Posted (edited)

Since I saw a lot of good combos ending in xx>236b>5c>oki I figured I would explore some true midscreen combos that don't require knocking the enemy into the corner. Only optimized 3 atm but I'll keep working on them. Tested these on Makoto/Arakune/Jin/Noel for different hitboxes.

5b>6a>5b>5c>6a>5c>3c>oki (2612/18) Most consistent 5b standing combo I could find.

6b>22a>dash 6[a]>2c>6c>j.5d>j.b1|>6a>j.b2>dj.b2>dj.2c>j.236d|>6[a]>6b2>oki (3373/24) Haven't tried doing the 22a>6[a]>6b2 finisher after the last 6b2 on this yet.

ch6a>2c>6c>j.5d>j.b1|>6a>j.b2>dj.b2>dj.2c>j.236d|>6[a]>6b2>22a>6[a]>6b2>oki (4133/29) Last 6[a]>6b2 is pretty tight timing.

bc>dash 2c>6c>j.2c>j.236d|>22a>6[a]>6b2>oki (3567/25) Basically Mihe's throw combo with 22a added in.

bc>7d>2366c>2c>6c>j.2c>j.236d>6[a]>6b2>oki (3798/27) Swag out for optimized damage. Can do 7d>6b1>236c on most chars for 100 less damage and a much easier combo. Works as sideswitch in corner but unsure if you can followup 6b2 with 236b>5c>oki or not. Looks hilarious.

Just from observations it seems like the 6c>j.5d>j.b1 path is best when you can't corner carry and the 6c>j.b2|>6a path is best when you can corner carry with dj.c>dj.6d>j.236d.

Edited by STenSatsu
added throw combos
  • 2 weeks later...
Posted (edited)

Watching Tsujikawa's videos, will post them here:

Midscreen:

6B > 4D > 5B > 236A > 66 > 5C > IAD > j.B(1)> j.C > j.6D > j.236D |> 6B > 236B > 5C > oki

6B > 4D > 5B > 5C > IAD > j.B(2) > j.C |> 236B > 66 > 2C > 6C > 9D > j.236D |> 5C > 236B > 5C > oki

(crouching) j.B > 2A > 5B > 5C > 2C > 4D > 5B > 5C > 6A > 5C > 6A > 236A

6C > JC > j.B(2) > j.C > j.6D > j.236D |> 6[A] > 22B > 5B > 5C > 6[A] > 5C > 236B > 5C > oki (4701/34)

Corner:

j.C > j.236D |> 5B > 2C > 6C > JC > j.C > 5D > j.C > 214D > j.C |> 6[A] > 22B > 5B > 5C > 6B > 236B > 5C > oki

More to be added later.

Things under here are my own tweaks:

Corner Side-swap combo:

6B > 4D > 5B > 5C > IAD > j.B(2) |> 6A > j.B(2) > JC > j.B(2) > j.C > j.6D > j.236D |> 66 > 6B > 22A > 5C > 236B > 5C > oki (3457/24)

Edited by Loli Bacon
Posted

After B Bunker > 5C > 22B into black hole, how do you guys combo after black hole if your opponent doesnt block the 22B ?

Posted
After B Bunker > 5C > 22B into black hole, how do you guys combo after black hole if your opponent doesnt block the 22B ?

Being completely honest, I never get that far. If they're letting themselves get hit by 22B, they usually just burst the followup combo. Try doing 22B > 3C > 2C > 6C > JC > j.C > j.5D > j.236D |> 6[A] > 22B > 5B > 5C > 236B > 5C > oki. Cutting out j.B and 6B might be enough. This isn't tested though. Let me know your results.

Posted (edited)
Being completely honest, I never get that far. If they're letting themselves get hit by 22B, they usually just burst the followup combo. Try doing 22B > 3C > 2C > 6C > JC > j.C > j.5D > j.236D |> 6[A] > 22B > 5B > 5C > 236B > 5C > oki. Cutting out j.B and 6B might be enough. This isn't tested though. Let me know your results.

They tech at the very first j.C, theres not enough time to do j.D then j.236D. I even tried to do Black Hole > 22B > 3C > 2C > 6C > j.D > j.236D |> 6B > 22A but they tech the 6B. And also 6B into B Bunker isn't working either. After j.236D I tried going straight into B bunker > 5C, which works, but they tech out of it immediately so you don't even get the guaranteed oki from bunkers missle.

Edit: Well the only route I could find that goes into proper oki is: 22B > Black Hole > 22B > 3C > 6C > j.D > j.236D |> 236B > 5C > Oki [DMG:5359|HG:29]

Edited by Dangaboy

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