SoWL Posted January 21, 2014 Posted January 21, 2014 He probably means the Kokonoe frame data, which is on the character page rather than the frame data page: http://www.dustloop.com/wiki/index.php?title=Kokonoe_(BBCP)
Eshi Posted May 15, 2014 Posted May 15, 2014 I just figured out a safejump option select that beats everything Kokonoe can do after emergency teching from a knockdown. Any safejump knockdown > jC63214C If she blocks, you only get jC and can continue pressure. If she backdashes, she gets hit by 5C ground and you can hitconfirm normally. If she teleports, you scoop her up with Miquelet Capture. If she does any version of Superball, superflash buffer 623B cancels out of 5C's start-up and wins. Alternatively, you can just input jC4C. The only difference is that you get fatal counter 6C instead of Miquelet Capture if they teleport. This is probably the better option, but I think getting scooped looks way more swag.
Mikros Posted May 16, 2014 Posted May 16, 2014 Really good OS, I'm terrible with thinking up OS myself, so I'm really thankful for that one. Takes off a lot of thinking at least on wakeup situations in this MU
Eshi Posted May 19, 2014 Posted May 19, 2014 Finalized version of the option select: knockdown > safejump jC~4C > 2B~C OR: knockdown > safejump jC~63214C > 2B~C ~ means input just after the preceding one, standard option select timing. Basically I was having problems hit confirming 5C on back dash because it requires way too fast reactions. The additional end input will result in jC > 2B coming out if they block on wake-up or 5C > 2C hit confirmation if they back dash. This option select works because 5C > 2B is not a gatling. Clever huh? :P
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