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  1. Heikou

    Kokoro Change log

    It -was- a good move in neutral. It was good as a meaty, and good for closing space since it was +1 on block. It was also a good move to apply block pressure with in certain situations. Now that it's throw punishable on block, there's no reason to use it when other tools offer similar reward...
  2. Heikou

    Kokoro Change log

    I agree with @NightAntilli for the most part. Like he said, in stun, she has launchers like 46P that are faster than P+K, and gaurantee decent damage or oki depending on how you juggle the opponent. She also has moves which give you a much longer stun, which results in better mixup potential...
  3. Heikou

    Kokoro Change log

    lol, no thank you They're all too slow, ostensibly. I feel like I've tried everything :/ 6P is more than +11 with SE on fastest, so you can get some mixup from it, but she just has better ways to put the opponent in similar stun level imho. It will faint stun the opponent if it lands in stun...
  4. Heikou

    Kokoro Change log

    Anyone manage to find something that lands after her P+K faint stun aside from 6P? This move going to be useless? :/
  5. Heikou

    Anyone find something that connects after Kokoro's P+K aside from 6P?

    Anyone find something that connects after Kokoro's P+K aside from 6P?
  6. Heikou

    DOA5UA 2.00/DOA5LR 1.01 Balance Changes (Location Test)

    I wonder if Kokoro's P+K launches in stun still. If it causes limbo stun in either closed or both stances in stun as well as on CH, then it's been more of a buff than a nerf.
  7. Heikou

    Kokoro Change log

    That depends on how long the stun is, and whether or not you've baited them to hold something else. I think it'd work after 6PP if they try holding the followup crumple stun P, and it should also work after her lift stuns (9P, 33P / SSP).
  8. Heikou

    Hey, man, I was wondering if we could get a few sets in sooner or later. Trying to get more used...

    Hey, man, I was wondering if we could get a few sets in sooner or later. Trying to get more used to fighting (good) Christie players.
  9. Heikou

    Kokoro Change log

    Yeah. I've never used 9KK / PPKK aside from input errors. I don't think the nerf to 3K on NH is going to make a huge difference. Unless P+K's properties on hit in stun change, it'll either be a move you can only use on a read, or another useless move.
  10. Heikou

    Kokoro Change log

    Her H+K can already be stance checked into guaranteed damage from inside of stun. A backward crumple or faint stun doesn't really seem like something she needs.
  11. Heikou

    Kokoro Change log

    They -might- be changing the properties it has on hit. Won't know until the actual translation is out, or until we get our hands on the game if the translation's not very specific. If not, then it's just a useless move. Not like we don't have those already.
  12. Heikou

    DOA5UA 2.00/DOA5LR 1.01 Balance Changes (Location Test)

    Great block pressure, decent mixup in stun, great guaranteed damage from 236P+K / 6P+K on block as well as 1 guess CB setup from 6P+K. Some of the best juggle damage in the game both in deep stun and at threshold, very good throw damage, 12F 2P that's +1 on NH, 14F mid P launcher that covers a...
  13. Heikou

    DOA5UA 2.00/DOA5LR 1.01 Balance Changes (Location Test)

    Every character deserves to be solid, but no character deserves to be on the verge of stupid, no matter how difficult their execution is. If Akira were mid / low tier, then it'd be time to ask for a buff, but until then, it should be more an issue of other characters being nerfed.
  14. Heikou

    DOA5UA 2.00/DOA5LR 1.01 Balance Changes (Location Test)

    Akira deserved to be nerfed. He was (and still is) pretty ridiculous compared with the majority of the cast. 12F 2P that's +1 on block? 80 guaranteed damage from landing an 18 or so frame move on block? Some of, if not the best juggle damage in the game, both from CB and from launching in level...
  15. Heikou

    DOA5UA 2.00/DOA5LR 1.01 Balance Changes (Location Test)

    I mean, considering that she has other, faster highs with similar / better reach (one of which launches on CH)... There's no point in it if it's not a frame trap or the move properties have been changed pretty drastically. Hoping that it'll be something cool / unique that I can incorporate into...
  16. Heikou

    Ranked is easy as hell until you run into that one laggy Lisa player.

    Ranked is easy as hell until you run into that one laggy Lisa player.
  17. Heikou

    DOA5UA 2.00/DOA5LR 1.01 Balance Changes (Location Test)

    I'm looking forward to a genuine translation. I want to see if Kokoro's P+K actually has a use still or not.
  18. Heikou

    Kokoro's P+K now throw punishable? What the hell is it supposed to be used for now?

    Kokoro's P+K now throw punishable? What the hell is it supposed to be used for now?
  19. Heikou

    I have yet to play a single Nyotengu player who does anything but abuse lag and character...

    I have yet to play a single Nyotengu player who does anything but abuse lag and character unfamiliarity. Somebody please help.
  20. Heikou

    GGs, man. Haven't been outplayed like that since TFC, lol.

    GGs, man. Haven't been outplayed like that since TFC, lol.
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