9PP is just so slow, that you can easily see it and interrupt any additional followups (throw, P, 2K). -12 for 9PPP on block is bad because that gives grapplers their main throw for punishment, and others big throws as well.
There really isn't a single offensive move for Kokoro that I think is useless.... except for heichu p. The only time I do it is by accident.While we are talking about Heichu how do you all feel about the high punch followup? I haven't found any use for it whatsoever.
There really isn't a single offensive move for Kokoro that I think is useless.... except for heichu p. The only time I do it is by accident.
Lol yeah maybe saying it "blows" was a little too harsh. While we are talking about Heichu how do you all feel about the high punch followup? I haven't found any use for it whatsoever.
I just put 4 for each class. I know she has a ton more,but it's a lot of time to find all of them for each class y'knowtheres a ton of guarantee FT combos missing but w/ Ultimate nerfing all FT's may not be worth the time , but this is a great start ... good job fellas
You're right, it's supposed to be 6P+K P, PK, Launch, and bnb juggle. It's supposed to be a "control" setup before launch, because the damage can change depending on the setup of course. I guess you're the only one who noticed because people assumed 6P+K P. It's fixed thoughBushido:
I'm having a difficult time understanding some of the stuff in the first post. For the BnB combos. From my understanding what you are saying is that first BnB combo is done as follows: 6P+K, PK, 4P+K, K, 66P+K, heichu, P+K. Is that correct? If so then something is very wrong here. If I do the combo like that then my damage numbers don't match up with yours. However if I do it like 6P+K, P, PK, 4P+K, K, 66P+K, heichu, P+K then my damage numbers are the same as yours. (I added an extra punch as noted by the P in bold text). The same goes for most of the BnB combos.
I'm not really sure what's going on here. Am I reading this thing wrong or did you perhaps make a typo in your combos or am I completely misunderstanding this guide? I mean it can't be a typo can it? Because if it is then how the hell am I the only one that noticed this?
You're right, it's supposed to be 6P+K P, PK, Launch, and bnb juggle. It's supposed to be a "control" setup before launch, because the damage can change depending on the setup of course. I guess you're the only one who noticed because people assumed 6P+K P. It's fixed though
Also I feel that you guys underrated Heichu stance a little bit outside of stun. Since Kokoro is a character that is heavy on string mixups it would be foolish for your opponent not to respect your options. Yes options out of heichu can be sidestepped, but so can 99 percent of her moves. Yes she might be able to get thrown out of it, but that crap is kind of risky and unless you are expecting heichu to come out of one of those strings you could just eat HCB damage for missing the punish(I've never even been thrown out of heichu). Heichu isn't something that you can get away with everytime, but I wouldn't say that it is completely useless outside of stun.