Recent content by FlamingMuffin

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    Kokoro General Thoughts/ Ideas

    Kokoro’s main issue with SSAs is the number of times I’ve been crushed out of 6PP and heichu grabs, considering these are her only real defence against stepping. If they cleared that up, I’d have a better time no doubt about it. Still digging the heichu reset grab from 214T though
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    Kokoro 1.04 Changes

    I like your optimism, but it won't be neutral. They will change the block stun accordingly.
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    Kokoro 1.04 Changes

    After my break I expected to come back to see some TLC by Team Ninja put onto Kokoro. Instead, I see they trololol her instead. 66P+K change really blows.
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    Frame Data

    I noticed that today earlier too. Amusing it's safer for them to block it.
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    Kokoro Changes in 5U

    PPP is now i18 (21 in 5) and - 3 on block (-4). 33P also seems to alternate between i18 and 19
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    Kokoro Combo Thread

    But K 66P+K does the best overall after 4P+K ;)
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    Kokoro Combo Thread

    Unfortunately they can slow escape after 66P. Try starting with 9P or 33P
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    DOA5U: system tweeks/character buffs and nerfs for Team NINJA

    Are we looking at the same character? She has gap control, I can give you that. 214P has good range (even though 33P was nerfed) However: - She honestly isn't that safe. Lots of her "safe moves" are -6/-7 on block. Neutral throw or use a grappler against her and her safety flies out the window...
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    DOA5U: system tweeks/character buffs and nerfs for Team NINJA

    In comparison to other characters lol. Did you connect JL's 66T? Have a free hit into the stun game. Hit them with Leifangs stance OH? Enjoy the free launch. Lisas BT P+K? Gen Fu/Eliot/Fang parrry? Free stun game entry. Obviously you have to guess each of those options, but once taken you can...
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    DOA5U: system tweeks/character buffs and nerfs for Team NINJA

    What's so scary about her? Her "unbreakable chain throw" that does less damage that Hitomis 33T, Ayanes 214T? Oh yeah, that's super scary. She's not unplayable in the sense if you like to guess all the time, she's fine. Except if I wanted that, I'd play DOA4 or play Hitomi who has more options.
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    Kokoro Changes in 5U

    3K4K (etc) leave her at +17 (+21 in 5). So now only BT K will hit/launch vs everything in 5.
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    Kokoro Changes in 5U

    4PPP is only a NC on NH. In stun, you can counter all three at any time. Of course, it comes out reasonably fast, but the threat of being countered is there. The other problem she has is that the majority of her good stuns are high (jab, 46P and 9P). Mid wise, only 33P and the second P of...
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    Kokoro Changes in 5U

    After BT P+K, you might as well launch or use 236P for the bound. But yeah, if you want to play the stun game, 33P is her best mid-stun no doubt. I miss the 5 days, BT P+K --> 236P --> CB --> PB = <3
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    DOA5U: system tweeks/character buffs and nerfs for Team NINJA

    Pretty much this. I don't feel like going over it again, but if you think she's still strong in 5U, I question the way you played her in 5.
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    DOA5U: system tweeks/character buffs and nerfs for Team NINJA

    The 3-part unbreakable throw that does less damage than Hitomis 33T is OP? She's wasn't broken in 5, she's just hot garbage in 5U.
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