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Fujiwara

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Everything posted by Fujiwara

  1. I'm coming back to playing this character seriously now. My only issue from maining her in EX is her new combos. :v Augh. But I'll grind it out. Gotta figure out what works.
  2. but swd is the worst nu out there. he's pink ffs
  3. Alrighty. One, there have been personal things going on where I haven't been able to play. This weekend I should be available. I'm not in the skype chat 24/7 :v I don't usually get around to skype until around 6pm or later since I have things that need to be done during the day. Nemesis, you can always contact me through skype, PSN or even DL if you had a direct complaint. As for the matter of our own miscommunications, I've sent you and WINTY a joint message before which you did not respond. I talk with winty every night. You've been the scarce one. I'm just not browsing DL every single day or checking at this thread. That being said, I'm formally scheduling a match on saturday. I'll try to be around 12-4pm. :KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO::KO:
  4. Ah, so it works the same as what I've usually been doing. Alright. I never tested it against reversals before.
  5. https://www.youtube.com/playlist?list=PLTPtXRJHFGNJdbhlqb7azAIVPE1uxyW4h&feature=mh_lolz This is a small playlist a setup I made from 6B > OD in the corner. This should also work as a UB setup but I didn't tes tit out that way. I was trying to create a four-way situation in the corner. This setup has been tested against more than just the thing here, but for the most part only Platinum can get out for free so far. noel can 4d but 4D loses to lows and throw as does Vivace for Carl. Jin/Hakumen can Yukikaze. Tager can use Magnawheel to get out but the timing is quirky. If anyone wants me to record or test something else I can.
  6. im a nice person
  7. This is just a copy and paste from what I posted on Izayoi thread.
  8. Seems like I won't be around tomorrow to play. Family wants to go down south for a few days. If there's wifi in the beach house, I may be available. I'll try to keep you guys posted.
  9. This is the best I've heard said about Kokonoe yet
  10. GGs to Mr.Biscuits, Isuyaru, King_of_Hearts93, Nemesis, Demonwindbomb and the shitload of other people I played yesterday in lobby. Had a lot of fun, learned a lot of stuff.
  11. http://www.youtube.com/watch?v=mdhEUBSefMM So, I was messing around with this idea. There's a shitload of ways to vary this setup of the 22B to make it more ambiguous, but I just recorded the basic idea for now.
  12. Edit: Oh shit, it's cool Gio. No problem. Family first.
  13. I'm alive. Wondering where Nemesis is
  14. what happens if you try to 2C her when you land first
  15. space harder what was the situation you were trying to hit her with J.C? looks like she just did a forward jump J.B and you were doing j.c beforehand maybe trying to hit her overhead but you mistimed/spaced it.
  16. This is coming from a Kokonoe players perspective Pros 5B outranges everything except for 3C and you get a nice confirm off of it even from max range. Cons Kokonoe doesn't have to really be afraid of your pressure even in GA mode due to her godlike 6A and correctly done Teleports Your only reversal is DP sword, which pushes her away on block and is confirm-able on hit, though. Giving Kokonoe more distance isn't that great for you since 6D > Fireball happens. She has her UB setup and you have no way to get out of it if it's done right. Do what Tari said in the post above and reduce the damage you'd take. It's your best option. Details Your main issue here is that you can't properly disrupt Kokonoe's neutral. You'll notice that a lot of Koko's bad MU's come from a character that doesn't give a fuck about her neutral game. You on the other hand have to give fucks about it. She can also just runaway from you. She doesn't have much to be afraid of her. Neutral/Fullscreen Your Neutral options are normally Sonic Saber x N to build stocks, or just trying to get that hit in to build stocks. Kokonoe's plan here should be to get a 6D behind you. That way even if she is in GA, she'll be slowed down as she'll be pulled back. won't even have to deal with those pesky 66C overheads. She can also drop down a 22B. When this happens, you have to think about how you approach her. If there's a 6D behind you, depending on what you do, she can just teleport behind you and have you run into the 22B on the other side of the screen. To give a decent example, You're both fullscreen, 6D on you and 22B in front of Kokonoe. You try to I-no dash forward to get in, Kokonoe reacts and teleports to the 6D, you get hit/block the 22B. Seeing you get hit/block, Kokonoe does 6D > Fireball > Liar/22B and you're put in the same situation again where you either have to deal with mix-up or think about approach all over again. Run into 22B head on and you're eating 4k+ Your teleports can be mashed on without any coverage to make it safe, so be careful about that. Midrange- A.k.a 5B Range Poke this bitch in the face. The only thing she has that's longer than your 5B is 3C. Confirm this into a combo, push her in the corner and try your best to keep her there and bait bad teleports. You can technically outspace her at this range as long as you're solid with your spacing and put that 5B in her mouth and confirm into the moneyshot. Close Range If you're not combo'ing her or she's not combo'ing you, you're probably blocking. You don't want to be blocking. Blocking Kokonoe is bad. Even more so if your let her get your blocking a fireball with Graviton, because then it becomes guessing time and that's not what you want. Even if you get her to block, you're going to push yourself out with your strings. Which is kinda okay as long as you keep her within range of your 5B. If you're in GA, your pressure gets better. But if you like to do double overheads (66C x N) know that if she IB's the first 66C, she can get a free CH 6A for you trying it again. That's 4K with a proper confirm. Another example is if you like doing something like Non-GA 6C cancelled into 236A in strings. IB'd into Liar you'll get punished by 5A/5B into her Oki An IB'd 236C can also be punished by 5B. But these are just examples, it's all about mixing up your options. Ratio Throwing this 6-4 Kokonoe's favor. She can fucked with neutral whereas you can't mess with hers that well. You don't have a legit escape for the UB Once you get locked down, it's not your turn. Fullscreen it ain't your turn, outside of 5B range, it ain't your turn. She can run away from you and she can get in and kill you. You can take this with a grain of salt since it's coming from personal experience as I've been fighting an Izayoi since release. If there's anything wrong or you have comments on feel free to correct me.
  17. Team Kokonoe's Phantasm since I'm in love with that name.
  18. 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.
  19. 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.
  20. ggs mynus and somebodywhodied laser and staffs
  21. How the heck do I get Blackhole > 22B > 3C consistently... Seems I'm always outta range for 3C..Hm..
  22. Have you experimented A2A FC? I'm not near my ps3 so i can't test myself yet.
  23. 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.
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