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  1. F

    Kokoro Q & A

    BT 4K gives a nice +19 with fastest SE. No launcher or CB, but still good for sure. I forgot 4PPPP have that, likely as I don't use it much outside of combos heh.
  2. F

    Kokoro Q & A

    :8::P::6::P: (second hit) BT :4::K: BT :P::+::K: :6::6::P::+::K: :1::f::+::p: Those are the ones I know of (and the derivatives of the aforementioned ones).
  3. F

    Kokoro version 1.03

    She's weak already to SS pre-patch. I can't fathom how much worse this will be once it's finally on Xbox.
  4. F

    Kokoro version 1.03

    The biggest "nerf" I'd say is the lack of buffs (except for 6P+King I suppose). Not that she really needed any, but almost everyone else (except perhaps Mila) gained something whereas Kokoro got virtually nil. Making 9K a mid again to crush lows would have been delicious.
  5. F

    Kokoro's Crushes

    Not surprised her grab from 1P/3P can duck under high-mids. Risky though.
  6. F

    Kokoro version 1.03

    If 66P is whiffed, takes longer to recover ;). Only reason I'm thinking this, is because other changes state "33P: changed disadvantage on guard to -14F". Why not say "66P changed on guard to -8F" instead of "recovery changed to...". Or maybe this is just wishful thinking of mine, hoping 66P...
  7. F

    Kokoro version 1.03

    Nothing too major, unless 66P is indeed unsafe. I'm getting the feeling they just increased the recovery while increasing the block stun (keeping the -4). PP being unsafeish on block now is also a bit odd, but due to so many follow ups it shouldn't make a difference.
  8. F

    Kokoro Combo Thread

    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. F

    What would you change about DOA?

    More frame advantage and guaranteed damage (even if it's somewhat minor)
  10. F

    Kokoro Q & A

    :1::k: is decent on slippery surfaces and also a nice transition into BT when the opponent is stunned. Try using some :9::p: for poking as well (and the always useful :2::P: reset).
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