HoodsXx
Well-Known Member
I haven't fully delved into her yet, as I've only labbed her seriously for like 20 mins today other than playing online with her. (Still gettin used to her). But this is some stuff I found with her, that Ik none of you Koko players have thought of yet.
1. 6KP 9PP2K off of this she has a FT option, being 2H+KK. Now ofc they can tech after the 9PP2K but here's where the fun comes into play. If you condition them to tech your 2H+KK, she's got 9PP2KP+K leaving her at +8. If they back tech she's got these options for coming in. 33PP/33PT, 46PP, 66P+K, 66P. If they side tech, you got another option to your disposal. This being 236P+KP/236P+KT. PS: I haven't tested 3PT/1PT on side rolls yet, I'll do that later and update this.
2. The second setup is this: 6KP 8P 6PP (At threshold), this puts them at a distance in a weird kind of stun reset that puts Kokoro at +7. From there she's got P+K which crushes all highs (even sumi's highs) and will launch her if they mash P or use a mid string. Now ofc the person has lows to combat this, and if you get them into using lows to stop your P+K, you still got some luck left in this setup. As she's got 33P. 33P beats Sumi's P but doesn't stun on NH. Which sounds bad Ik, but this is where it gets good. She's still got her followups being 33PP which tracks, so if they SS that's trackin dere ass. And then she's got 33PT to stop hold heavy ppl + SSer's. And from this point if she gets 33PT P+K she's at +2 if they block and it's a crumble stun if they hit a button. Also, if you're worried about them mashing, 33P launches on CH. Giving you at least 60+ dmg.
3. Last setup I found today (will find more soon, TO BE CONTINUED): 6KP 33P (non SE-able) From here 33P is already putting you at Critical 3 threshold giving her option for CB, launch. So that's already a +. Secondly though, this is where it gets interesting. She's got 33PT, which if you let that whiff, she's at +5. From there she's still got her followups obviously, but sadly they aren't much use unless the person SE's fully. If they do 33PTP will hit them out giving her +5 as well if they SE fully then it's +1 (No one will ever SE that sht perfectly). Now, I haven't tested if they hold low to try and get away from the 33PT, but since it's so fast as is, since it's not like a regular grab, so it's recovery is a bit faster. She probably ( don't quote me on this yet). Probably, could get a guaranteed down throw from this setup if they low hold. Though she's also got her followups still again so I mean she's got mad options from this one setup alone.
1. 6KP 9PP2K off of this she has a FT option, being 2H+KK. Now ofc they can tech after the 9PP2K but here's where the fun comes into play. If you condition them to tech your 2H+KK, she's got 9PP2KP+K leaving her at +8. If they back tech she's got these options for coming in. 33PP/33PT, 46PP, 66P+K, 66P. If they side tech, you got another option to your disposal. This being 236P+KP/236P+KT. PS: I haven't tested 3PT/1PT on side rolls yet, I'll do that later and update this.
2. The second setup is this: 6KP 8P 6PP (At threshold), this puts them at a distance in a weird kind of stun reset that puts Kokoro at +7. From there she's got P+K which crushes all highs (even sumi's highs) and will launch her if they mash P or use a mid string. Now ofc the person has lows to combat this, and if you get them into using lows to stop your P+K, you still got some luck left in this setup. As she's got 33P. 33P beats Sumi's P but doesn't stun on NH. Which sounds bad Ik, but this is where it gets good. She's still got her followups being 33PP which tracks, so if they SS that's trackin dere ass. And then she's got 33PT to stop hold heavy ppl + SSer's. And from this point if she gets 33PT P+K she's at +2 if they block and it's a crumble stun if they hit a button. Also, if you're worried about them mashing, 33P launches on CH. Giving you at least 60+ dmg.
3. Last setup I found today (will find more soon, TO BE CONTINUED): 6KP 33P (non SE-able) From here 33P is already putting you at Critical 3 threshold giving her option for CB, launch. So that's already a +. Secondly though, this is where it gets interesting. She's got 33PT, which if you let that whiff, she's at +5. From there she's still got her followups obviously, but sadly they aren't much use unless the person SE's fully. If they do 33PTP will hit them out giving her +5 as well if they SE fully then it's +1 (No one will ever SE that sht perfectly). Now, I haven't tested if they hold low to try and get away from the 33PT, but since it's so fast as is, since it's not like a regular grab, so it's recovery is a bit faster. She probably ( don't quote me on this yet). Probably, could get a guaranteed down throw from this setup if they low hold. Though she's also got her followups still again so I mean she's got mad options from this one setup alone.