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Loli Bacon

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Everything posted by Loli Bacon

  1. Thanks for coming down to Tucson guys! I had a blast. =P Can't wait for those Kokomoe nerfs.
  2. This matchup is heavily in Kokonoe's favor. Just anything > 3C > 5D and then do whatever you feel like. If you see sparkbolt, you can react with 22C. You see sledge point blank, react with 22C. Any move slower than an A move? 22C. If you do 5D on oki, j.B will catch back dash into a combo. Always always always jump cancel everything into rising/falling j.B. He can't do a thing about it, it seems.
  3. I have no idea what to do in this matchup. Teleports seem like ass. Seems the best way to beat him is to spam 5C at max range.
  4. Oh okay good. =D Nicely done. Thank you for the video! >:3
  5. That's pretty close to it, actually, but could have grabbed slightly later and the grab exclamation points won't even poke out the top.
  6. I'm testing this as we speak, and they're being covered up by the fireball. Are you doing just 214A? because this setup is using 214214A. I was bringing this up as an example for 214214A being useful for oki. Edit: Oki in the corner after throw (or any other similar setup) - 6B+C > 9D > 5B > 6A > [7] > j.B > jc [8] > j.B**> j.C > j.236D |> 22B > delay slightly > 22C > 22C It's a cross up that will prevent from them DPing unless they call the crossup, but even if they do, it'll whiff to the second teleport. They can't even poke with 2A (Tested on Ragna) and you can combo after the second teleport. Beats both roll attempts and quick get-up. Only loses to delay neutral tech.
  7. Is that so? Retesting, because I could have sworn that the exclamations were covered by the fireball. EDIT: Exclamation points are indeed covered up by the fireball. It's best to time the throw when the ball is rising up to best cover up the exclamation points. Also, after combo > 22B oki in corner, 22C is a great which-way that beats most DPs. Use this if you don't have meter for blackhole.
  8. And then you have the threat of throw reject setups using the same setup. =P It's glorious.
  9. I'll be there in spirit, but a good chunk of my time is going to be devoted to doing homework. D=
  10. 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.
  11. With Fireball on them with a graviton out, they can't even tell you've started a throw. There's no sign: visual or auditory that could give it away. They have to realize that you're throwing.
  12. This is generally a good rule to go by.
  13. It's called synecdoche, you uncultured swine.
  14. Throw is probably the best mixup when 214214A is out, since it will cover your attack attempts as well as the exclamation marks, so they have to guess that you're going to do a purple throw, they can't react, and this is essentially 4k unblockable damage.
  15. I did. That's why I'm playing top tier.
  16. That would be hypocritical, as then we would have had to exclude Platinum, Makoto, Valkenhayn, and Mu from CS (didn't happen).
  17. A single, small, local tournament banned black hole super, and the rest of Japan is laughing at them.
  18. This matchup is weird. Mu is very good at keeping you at bay, so approaching is effort (unlike most of Kokonoe's other matchups.) 6D hones, so even if Mu jumps to try 236D, you can activate Graviton to CH her out of the air, then 22C to teleport to the graviton for a combo. For Mu's offense, you can't really 22C out of it since steins will cover her if she's good. Don't challenge Mu from the air, and instead rely on 6D > 214A to setup your approach. If Mu catches on and tries to run at you to punish your setup attempt, remember to put out a 22B as well, since that will catch her 5C at max range. Mu can't punish 6B > 22A unless you're point blank with her DP, and it's + on block, so feel free to dash in and continue pressure. 5C from afar is a good oki tool if you didn't have time to properly setup, since it will clash if Mu attempts to DP, and then you can 3C CH to punish any of her other options (properly spaced, you'll be far enough away from 632146C to whiff, and DP will get hit by the second hit of 3C). 5C is better than 3C in this case because 5C is better on CH and will catch Mu jumpout attempts. Edit: Played the match a bunch. I'd say it's 5.5-4.5 or 6-4 at worst, Mu's favor.
  19. Her neutral is amazing, except against other zoners. Mu poops on her in terms of neutral, but to force Mu to stop throwing out steins, do 6D > 236D. If she does jump steins and gets CH, you get a combo FULL SCREEN because you can cancel 236D into 22C and will STILL teleport to where you had the graviton.
  20. Don't bother. SMP on ID means you won't have combos.
  21. Some characters can combo her afterward and be completely safe. Bullet's bnb pushes her out of range of the fireball, and even if it doesn't, she can do her projectile invuln throw when it comes back down. EDIT: Fireball stays out if Kokonoe gets hit.
  22. The 22B won't hit them until you hit them with something else first. Therefore, Black hole > 22B > 3C is optimal but point blank you'll be too close so 3C won't connect. I'm going to try jumping away from them while setting up black hole to see if I can't get the spacing for it.
  23. Use 22C any time he does any move outside of a B move. Cause him to whiff, and then punish accordingly. I noticed you can also throw him out of his command throw, because it's so slow. Use this to have a 7f punish on reaction.
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