Kokoro noob needing assistance

FlamingMuffin

Active Member
You might want to be a little more specific on what you would like to know.

One piece of advice: learn to love her in-string grabs.
 

Saber

Well-Known Member
Her strike throws are useful against opponents who love to block, but do keep in mind the attack that comes after that is still holdable (though timing is key). You should also remember her Heichu transitions as well.
http://www.freestepdodge.com/threads/kokoro-combo-thread.1500/page-3#post-64310

One thing to note is that because Kokoro isn't someone you free-cancel with too much, someone who knows her strings well will be able to counter you most of the time because she's quite predictable, and rarely does Kokoro put you at a 50/50. And Kokoro has a defense that sucks. Sidestepping's her main weakness, but she also lacks any sort of high crush (7K doesn't count because it's a high and it will never hit ducking lows, and the follow-up P is way too slow). She also has average speed, so watch out for Christie, Kasumi and Pai since they will be able to interrupt your attacks.

Other than that, she's extremely easy to pick up, probably the easiest in the game. Her damage output is insane, she has plenty of one-guess CB setups (you have to choose between a CB, a high launcher, a mid-kick launcher and a reset) and more preferable for aggressive players.
 

FlamingMuffin

Active Member
One thing to note is that because Kokoro isn't someone you free-cancel with too much, someone who knows her strings well will be able to counter you most of the time because she's quite predictable, and rarely does Kokoro put you at a 50/50. And Kokoro has a defense that sucks. Sidestepping's her main weakness, but she also lacks any sort of low crush (9K doesn't count because it's a high and it will never hit ducking lows, and the follow-up P is way too slow). She also has average speed, so watch out for Christie, Kasumi and Pai since they will be able to interrupt your attacks.

Other than that, she's extremely easy to pick up, probably the easiest in the game. Her damage output is insane, she has plenty of one-guess CB setups (you have to choose between a CB, a high launcher, a mid-kick launcher and a reset) and more preferable for aggressive players.

Corrected a bit above ;)

She actually doesn't have as many low guess CB setups as people think. Most are just pseudo-setups. (Such as an in-grab string to Heichu P+K)

She also lacks a decent low (in 1.02, I'm eager to see 6P+K in 1.03, even though it's a high/low). F+K works fine as a high crush, but on NH...
 

Saber

Well-Known Member
(Haha, thanks. XD)

That's right, but the opponent still has a 1 in 4 probability of getting the correct read, so that what makes her Heichu and throw transitions so good.

Not to mention you can just use them and bait a hold for her unbreakable Command Throw.

And yeah, her lows are average at best. They come out pretty slow too, but at least she has the 50/50 options. She's a beast in water, though.
 

FlamingMuffin

Active Member
1/4 probability of guessing which Heichu followup (P/P+K/2P/throw)? Or do you mean after P+K? If the latter, it's not a 1/4 chance. Heichu P+K stun offers nothing guaranteed. Just a CB/throw mixup (and only her 6F+P throw, not even her chain).
 
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