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    Kokoro Combo Thread

    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).
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    Kokoro Combo Thread

    :K: is usually my go to if it's laggy or if I'm feeling lazy.
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    Kokoro Combo Thread

    I had no idea P+K relaunches! Let the testing commence. Found a forced tech on lightweights: After any max :4::P::+::K: launch (post CB, HCH, etc) :P::+::K: :K: :P::P::2::K::K: ~ +20
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    Does anyone else hate the way this game is played at "top levels"?

    If they really wanted to learn and improve, they would send the opposing player a message asking what they did wrong and how to improve. The majority of people are helpful and would be willing to give advice.
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    Does anyone else hate the way this game is played at "top levels"?

    I don't get it. Why would you want your opponent to go easy on you? Do you get enjoyment if while playing chess, your opponent places his/her Queen for easy takings? Do you get enjoyment if in Call of Duty if the opposing team stands still in the open the entire match? It's fine if you just...
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    "まだまだ^^" The Kokoro Video Thread

    PK2P/3K2P/1KK2P, all can have the 2P delayed by an insane amount. It's generally only used to keep the opponent honest from punishing PK/3K/1KK and as a mixup for the 4K/P enders. The 2P itself only offers +2-+6 and weak damage and is unsafe.
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    Kokoro Q & A

    Felt like posting it here would be the best place. After a sitdown stun that isn't 236P (and BT 4K, gives only +19), you can use 236P for another sitdown but instead of it being +25 (with SE) it becomes +33. The extra 8 frames seem to help tremendously with getting in and having 7K connect for...
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    Kokoro Combo Thread

    ^ 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!
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    "まだまだ^^" The Kokoro Video Thread

    Kokomi, Just some general things I saw: You've already realized that you don't mix up the launcher and only use 4PPPP as a juggle ender. Nothing particularly wrong with the latter, but you should try and mix up the former. Learn to love and use her in-string grabs more, particularly P2KF+P...
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    Kokoro Combo Thread

    :8::P::6::P: :2::3::6::P: :7::K: BT :4::P: :6::6::P::+::K::P::+::K::P::+::K: - 93 (uncounterable after the first string)
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    Kokoro noob needing assistance

    1/4 probability of guessing which Heichu followup (P/P+K/2P/throw)? Or do you mean after P+K? If the latter, it's not a 1/4 chance. Heichu P+K stun offers nothing guaranteed. Just a CB/throw mixup (and only her 6F+P throw, not even her chain).
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    Kokoro noob needing assistance

    Corrected a bit above ;) She actually doesn't have as many low guess CB setups as people think. Most are just pseudo-setups. (Such as an in-grab string to Heichu P+K) She also lacks a decent low (in 1.02, I'm eager to see 6P+K in 1.03, even though it's a high/low). F+K works fine as a high...
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    Kokoro noob needing assistance

    You might want to be a little more specific on what you would like to know. One piece of advice: learn to love her in-string grabs.
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    Cant choose a character

    Pick the character you have the most enjoyment using. You will get better the more you play and practice.
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    Defending Against Aggressive Players

    Yes, it is likely you will score a CH. No. A throw is guaranteed after a certain amount of disadvantage (and which throw you perform).
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    The Official Dead or Alive 5 Tier List with Discussion thread

    Basically, once you are hit with Heichu P+K and if you counter immediately after being stunned, you reduce the advantage Kokoro has to +9.
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    The Official Dead or Alive 5 Tier List with Discussion thread

    Same issue as before. Anything with her stance P+K can be instantly countered out of, leaving Kokoro at +9 which is not enough to do anything except throw.
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    The Official Dead or Alive 5 Tier List with Discussion thread

    You're probably thinking of 66P+KP+K 2P. That stun can be SEed and have her 7P blocked. I think all of her 2-3 CB's are SEable. Even her infamous in grab to Heichu P+K does not guarantee a CB. If they counter as soon as they are stunned, her jab cannot even connect (you have +9, enough for a...
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    The Official Dead or Alive 5 Tier List with Discussion thread

    I have never found Kokoro top tier, just a solid character. People seem to not realize she has one (high) tracking move outside of strings. Even in strings, she has one mid option (46PP) and no lows. When a lot of SS moves also crush highs, it poses a problem. Her only sit down stun that...
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    Alpha-152 Combo Thread

    66T does not have a damage multiplier (counter/hi-counter) attached to it. Probably intended though. 75 (1.02) off of a i10 OH might be a bit powerful.
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