DOA5U "Like the Water, Like the Sky" Kokoro DoA5u Breakdown/Guide

jjinkou2

Well-Known Member
Edits:
  • Used the smileys for the notations with the move lists so it would be easier for newer players to read

Thanks for the evolution. But that one is both good and bad. good when you read online and bad when you print it. all the smileys are removed. The same tutorial on Ayane mix both (smileys and text).
 

Bushido

Well-Known Member
Thanks for the evolution. But that one is both good and bad. good when you read online and bad when you print it. all the smileys are removed. The same tutorial on Ayane mix both (smileys and text).
I'll actually work on this tonight most likely. Sorry for the delay.
 

Commmanda Panda

Active Member
So, after going back to the lab to look at some frame data, I found/realized something weird:
- :8::P::6::P: is -1 on block.

So, go wild!
check out the frame data on the wiki. I already updated all the on block frame data a couple months ago, so you might find another surprising gem :)
I should work on the other things though lol
 
Played Kokoro a lot in DOA4 and she was originally my main. Switched to Akira in Vanilla DOA5 (My VF main) and initially in DOA5U but I decided to go back to my original main seeing as Akira won't be a permanent character in this series. Anyway I registered for Summer Jam 8 (first DOA tournament woo!) and I plan to use her throughout the tournament and guides like this are really helpful.
 

Kurukurtz

Member
since this is here, here's some stuff i've learned:
BT: :P+K:, :214::P: is guaranteed on hit... like, indefinitely. fastest setting couldn't catch it.
I found that if you can't make good guesses or if your opponent has your number, don't sweat it.
Instead drop the combo (at Crit3 threshold) entirely with :2::H+K::P: gives space or pressure (depending if you're next to a wall or not) without being held by the usual choices.
you can also use her heichou 2p from :2::H+K: instead to force tech and bring the momentum back in your hands.

Finally, I'll leave a combo here:
:3::K::4::K:, :P::6::P:
from that, you can do whatever you feel is right. Not the most advanced combo but it's also not stagger escapable. Have fun
 

Bushido

Well-Known Member
Played Kokoro a lot in DOA4 and she was originally my main. Switched to Akira in Vanilla DOA5 (My VF main) and initially in DOA5U but I decided to go back to my original main seeing as Akira won't be a permanent character in this series. Anyway I registered for Summer Jam 8 (first DOA tournament woo!) and I plan to use her throughout the tournament and guides like this are really helpful.
Good luck! Glad this guide has helped you too!


Finally, I'll leave a combo here:
:3::K::4::K:, :P::6::P:
from that, you can do whatever you feel is right. Not the most advanced combo but it's also not stagger escapable. Have fun
Is this a sit-down too?

Also guys, I'm sorry, I edited the guide a while ago, but I guess it didn't work. So, I'll fix it again.
 

Kurukurtz

Member
nah, it's just a mixup the p6p is from back turned. However, you have a lot of options from here...

:3::K::4::K:, :P::6::P: can go to...
- continuing to make :P::6::P::6::P: for some roll back animation (i have no idea what it's called, sorry)
- it can go straight to CB!
- any Juggle starter you feel like
- etc.
 
I'd love if someone could critique my Kokoro and help me improve. Also, are there any players who use her that I should look out for? Any Kokoro character specialists?
 
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Heikou

Active Member
Standard Donor
I'd love if someone could critique my Kokoro and help me improve. Also is there any players who use her that I should look out for? Any Kokoro character specialists?
I'd be happy to try and help you out with learning Kokoro; just add me on PSN and we can play some time. As for players you should look out for... If you plan on watching replays, Fuwachin (ふわちん) is definitely one of the best Kokoro players. Any Kokoro specific questions you have can probably be directed towards Bushido (if he's ok with that) or myself.
 
I'd be happy to try and help you out with learning Kokoro; just add me on PSN and we can play some time. As for players you should look out for... If you plan on watching replays, Fuwachin (ふわちん) is definitely one of the best Kokoro players. Any Kokoro specific questions you have can probably be directed towards Bushido (if he's ok with that) or myself.

Sure. I'll add you now
 

Bushido

Well-Known Member
Totally okay with any questions you have or if you want me to critique a match you had. You can add me on PSN: Bushido_0w0, but I won't be able to play until around the first week of August. :T
 

the space cadet

Active Member
nah, it's just a mixup the p6p is from back turned. However, you have a lot of options from here...

:3::K::4::K:, :P::6::P: can go to...
- continuing to make :P::6::P::6::P: for some roll back animation (i have no idea what it's called, sorry)
- it can go straight to CB!
- any Juggle starter you feel like
- etc.
There is no scenerio from that set up that you can go "strait to CB."

:3::K::4::K:, :P::6::P: doesn't put you at the threshold, so you'd have to add at least one more strike (such as 9P) before doing 7P to get a CB. Perhaps that's what you meant, but to me "strait to CB" indicates you mean you can 7P after the 6P, which you can't, because you're still at a level 1 stun.

Nor can you do:3::K::4::K:, :P::6::P: after an initial stun, regardless what it is (such as 66P), because once the 4K hits, it instantly puts you at the threshold level 3 stun... meaning the P 6P will be a launcher.

I agree that :P::6::P: from BT is very effective. I use it a lot... perhaps too much... but my preference is to go into heichu from it.

Here's some :4::K: BT set ups I slapped together, all of which are non-SE'able.

:4::K:, :P::6::P: Heichu :2::P:, :P:, :7::P: for a CB.

:4::K:, :P::6::P: Heichu :2::P:, :P:, :2::P+K:, :P::6::P:, :P::2::K::P: (up to middleweight)

:4::K:, :P::6::P: Heichu :2::P:, :P:, :2::P+K:, :P::6::P: Heichu :P+K: (heavies... and lag)

:4::K:, :P::6::P: Heichu :P:, :7::P: for CB, or launcher of your choice

:4::K:, :P::6::P:, :3::K::P: (launcher), :K:, :6::6::P+K: > :P+K: (lightweights)

:4::K:, :P::6::P:, :3::K::P: (launcher), :9::P:, :6::K::P:, :2::K::P: (middleweight)

:4::K:, :P::6::P:, :3::K::P: (launcher), :9::P:, :9::P:, :P::2::K::P: (heavies)

:4::K:, :P:, :3::K::4::K:, :K: (launcher) :9::P:, :6::6::P+K: > :P+K: (up to middleweight, remove 9P for heavies)
 

xhuntressx

Member
Nice
There is no scenerio from that set up that you can go "strait to CB."

:3::K::4::K:, :P::6::P: doesn't put you at the threshold, so you'd have to add at least one more strike (such as 9P) before doing 7P to get a CB. Perhaps that's what you meant, but to me "strait to CB" indicates you mean you can 7P after the 6P, which you can't, because you're still at a level 1 stun.

Nor can you do:3::K::4::K:, :P::6::P: after an initial stun, regardless what it is (such as 66P), because once the 4K hits, it instantly puts you at the threshold level 3 stun... meaning the P 6P will be a launcher.

I agree that :P::6::P: from BT is very effective. I use it a lot... perhaps too much... but my preference is to go into heichu from it.

Here's some :4::K: BT set ups I slapped together, all of which are non-SE'able.

:4::K:, :P::6::P: Heichu :2::P:, :P:, :7::P: for a CB.

:4::K:, :P::6::P: Heichu :2::P:, :P:, :2::P+K:, :P::6::P:, :P::2::K::P: (up to middleweight)

:4::K:, :P::6::P: Heichu :2::P:, :P:, :2::P+K:, :P::6::P: Heichu :P+K: (heavies... and lag)

:4::K:, :P::6::P: Heichu :P:, :7::P: for CB, or launcher of your choice

:4::K:, :P::6::P:, :3::K::P: (launcher), :K:, :6::6::P+K: > :P+K: (lightweights)

:4::K:, :P::6::P:, :3::K::P: (launcher), :9::P:, :6::K::P:, :2::K::P: (middleweight)

:4::K:, :P::6::P:, :3::K::P: (launcher), :9::P:, :9::P:, :P::2::K::P: (heavies)

:4::K:, :P:, :3::K::4::K:, :K: (launcher) :9::P:, :6::6::P+K: > :P+K: (up to middleweight, remove 9P for heavies)

Nice setups bro! All of them are great, and I especially like the idea of your last one, doing 3K4K after 4K from BT! :)
 

Kurukurtz

Member
i guess i should've mentioned :3::K::4::K:, :P::6::P: was supposed to be on CH lol. My bad

To those who have a hard time getting damage out of Superheavy juggles here's a guide to help:

Crit1 Threshold:
:4::P+K:, :9::P:, :4::P::K::P:
:7::K:,(BT) :P::6::P::P+K:(heichou):P+K:
:2::P+K:, :2::P+K:
:P+K:, :P::2::K::P:
:4::6::P:, :6::6::P+K::P+K:(heichou):P+K:
:9::K::236:(same thing)
:8::P::236:
(BT):K:, :2::K::P: (or :P::2::K::P: if you're near a wall)

Full Threshold (Crit3):
:4::P+K:, :6::6::P+K:, :P::2::K::P:
:7::K:, (BT):4::P:, :P::2::K::P:
:2::P+K:,(BT) :P::6::P:, :2::K::P:
:P+K:, :6::6::P+K::P+K:(heichou):P+K:
:4::6::P:, :9::P:, :4::P::K::P:
:2::H+K::P+K:(heichou):2::P: < this is a Force Tech
:9::K:, :2::P+K:, :2::P+K: < this is a Force Tech
(BT):K:, :6::6::P+K::P+K:(heichou):P+K:

Hopefully this helps a little

EDIT: Favorite combo! :4::P::P:, :236::P:, :4::P::K::P:
 
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