Kokoro Combo Thread

Musourenka

Active Member
It's odd, because I have a hard time landing :6::6::P+K: Heichu :P: by itself on Kasumi, but after the throw, I can get it about 95%. Not sure what's going on with that.

And thanks for the damage improvement on the wall combo. Anything that makes Kokoro more deadly is a good thing.
 

synce

Well-Known Member
Force tech combo that only works on lightweights

236t (or variation) p+k, 4p+k, 9p, 9p, 9p, 9pp2kk

Gives +20 but everything I've tried either whiffs, gets blocked, or jabbed out of. It seems the best option is 33p and 1p mixup.

Of course the biggest benefit is not worrying about wakeup kicks, especially if you have someone pinned against wall
 

FlamingMuffin

Active Member
I don't think these were posted so:

Off of CB (damage includes :7::P: and Heichu :P+K: from :P::P::F+P:)

:4::P+K::

- :9::P: :9::P: :9::P: :6::P::P::P: - 87dmg (lights)
- :9::P: :9::P: :6::6::P+K::P+K::P+K: - 87 dmg (lights)
- :9::P: :9::P: :9::P::P::2::K::P: - 83 dmg (mids)
- :9::P: :9::P: :6::P::P::P: - 81 dmg (heavies)

:7::F: (HCH)

- :9::P: :6::K::P: :2::K::P: - 87dmg (universal)
 

Kokomi

Member
Just wondering, I notice players no longer rely on :P::P::2::K: :P: as a juggle ender for Kokoro.
Is that because it doesn't connect well during online matches? Or simply because it's damage is lackluster?
 

Saber

Well-Known Member
It's because using :9::P::P::2::K::P: won't make the attack whiff since 7P relaunches. Using it off of her jab will mostly make it whiff if the launch isn't at a high enough level. Damage-wise, it's normal for Kokoro.
 

Saber

Well-Known Member
Alternatively, you could do (post CB) :7::K::5::4::P::5::6::K::P::5::2::K::P: . It gives an extra 1 point of damage, lol, and is her most damaging juggle so far (calculated).
 

FlamingMuffin

Active Member
^ Good call!

:8::P::6::P: :2::3::6::P: :7::K: BT :4::P::K::4::K: - 83 for heavies

BT :P::+::K: can be used in place of 8P6P. Offers 89-100 damage (with the previously mentioned parts). 100 off of a safe high/mid crush...delightful!
 

Kokomi

Member
I was just wondering, aside from her :9::P:, does her :P+K: relaunches as well? What other moves relaunches her opponents in the air? And by relaunching, I suppose it means longer combos yes? Someone correct me if I am wrong, because I had a thought in mind that perhaps :6::P::K: and :P+K: could be included in a juggle. And regarding to critical burst, can Kokoro pull off a :9::P: 3 times while juggling if the light weight opponent she's juggling has not be critical burst? Meaning to say that, without critical bursting her opponents, can she still succesfully extend juggles by performing :9::P: thrice.
 

Saber

Well-Known Member
Yeah, her P+K relaunches, but the height is meh. 9P is a more reliable relauncher.

And if you use 4P+K raw (on neutral, without stun), you can use 9P twice on a lightweight and a midweight, I think.
 

Kokomi

Member
Yeah, her P+K relaunches, but the height is meh. 9P is a more reliable relauncher.

And if you use 4P+K raw (on neutral, without stun), you can use 9P twice on a lightweight and a midweight, I think.

What about as a launcher? Is the launch height so bad that it needs :9::P: to compensate?
 

Saber

Well-Known Member
As a launcher, it's still pretty meh. I'd say it's best to stick to 9K, 7K, 4P+K and 33P+K as your main launchers.

Plus P+K comes out significantly slower, but it's awesome for crushing highs (plus it stuns on neutral).
 

Kokomi

Member
I had no idea P+K relaunches! Let the testing commence.

Emann does it a lot, :P+K: is really just for making your juggles look more flashy. The relaunching isn't that all great, I figured I should ask just to double confirm. But I think your options enders after :P+K: are pretty much the same.
 

NightAntilli

Well-Known Member
The best use for :P+K: is when there's a downwards slope. It has a better chance of catching opponents after a max launch in those cases. Moves like :K: and :9::P: tend to whiff, completely ruining your juggle.
 

Kokomi

Member
The best use for :P+K: is when there's a downwards slope. It has a better chance of catching opponents after a max launch in those cases. Moves like :K: and :9::P: tend to whiff, completely ruining your juggle.

Meaning to say that using :9::P: requires a ton of effort to execute? I know the preferred method of juggling is to mix in 3 :9::P: after a critical burst in to launch, especially on light weight. I also felt that those it was like a sign that separates the good and bad Kokoro players apart, because I can't :9::P: in to free cancel back in to :9::P: during juggles. In that case, what's a safer alternative to :9::P: in terms of extending and relaunching juggle?
 

FlamingMuffin

Active Member
Well, :K: kind of relaunches. It allows for more :9::P:'s to connect. Just it's not as damaging as 3-4 :9::P:'s (but not a huge difference, maybe 6-8 points).
 

Saber

Well-Known Member
6K doesn't relaunch much. 6KP does.

I've never really used K as a relaunch, but I wouldn't call it as reliable as 9P because it has slow recovery frames.

And the number of 9Ps you pull off after a post-CB launch (4P+K) is dependent on what string you want to end with. 66P+K, P+K, P+K requires at least two on lightweights or it will whiff, 4PPPP can be used for after two or three 9Ps, 2KP can be used after four 9Ps on lightweights, using 6KP as a relauncher requires one 9P so that it can be followed up with P2KP, and so forth.

Man, I love those options.
 
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