Kokoro Combo Thread

TakedaZX

Well-Known Member
Twilight Town
Main Character
PSN ID
TakedaZX
Seems like Kokoro isn't getting any love yet on FSD. I'll get it started but you guys show me what you can come up with. Kokoro's taken a nice step up from DOA4. Her mixups good pretty deep, though she may be a bit linear. Just take note that when posting combo's state "all" specific details. Character weight, near wall or open space, damage, NH or CH, slope stage or regular floor, if the combo utilizes any guaranteed stuns except PB's test the possibility of slow escaping.

Post yours and I'll put it in this comment.

Properties coming soon.

Notes
1. :h: - The use of Hold in these combos is to free cancel the strings. Tap it once and you should stop it from finishing the string then you can mash out the buttons if you need to or just move forward without having to worry about timing your press just enough to not break the combo early.

2. [BT] - Backturned
3. [BT*] - Only works with 7k as the launcher to backturned.
Pre-Launch Stun Game
:8::P::6::P:
:6::F:, :6::P::P:, :6::6::P:, :4::P:+:K:(Needs testing)

Pre-Critical Burst - Stun Game

:P::P::H+P:_:236::H+P::Link::P+K:, :7::P::~::h::~:
:6::6::P:, :1::P::P::P:, :7::P: :~: :h: :~:
:6::6::P:, :8::P::6::P:, :7::P::~: :h: :~:
:2::H+K:, :P+K::Link::P+K:, :1::P::P::P:, :7::P: :~: :h: :~:
Launchers
:3::P::P::P:
:9::K:
CH :P+K:
:4::P+K:
:3::3::P+K:
:7::K: - BT
:2::P+K: - BT
Enders - Regular
:9::P:,:h:,:9::P:,:h:,:9::P:,:h:,:9::P:,:h:,:2::K::P:
:6::6::P+K::P+K::P+K:
:6::6::P+K::P+K::P:
:4::P::P::P::P:
:4::P::K::P:


Enders - From Backturn
BT :P::P::P:
BT :P::6::P::P:
BT :P::6::P::6::P:
BT :P::6::P: :~: :h: :~: :4::P::P::P::P:
BT :P::6::P: :~: :h: :~: :4::P::K::P:
BT :P::6::P:, :h:, :9::P::P::2::K::P:

BT :4::P::K::K:
BT :4::P::K::P:
BT :4::P::K::4::K:

BT :4::P:,:h:,:9::P::P::2::K::P:
Sample Combo - 1
:6::6::P:, :1::P::P::P:, :7::P:!CB!, :h: :~: :7::K:: BT :4::P::K::K:
NH 101(close hit - 113)
CH 125 Dmg(close hit - 133)

:8::P::6::P:, :7::K:, >>
<<:4::P::K::K: = 71DMG
<<:P::6::P:, :4::P::P::P::P: = 74DMG
<<:4::P::K::4::K:, :2::K: = 76DMG
:6::6::P:, :8::P::6::P:, *:7::P:, :3::3::P+K:, >>
<<:214: :P: = 84DMG
<<:4::P::P::P::P: = 92~104DMG**
<<:3::P::P::P: = 95~107DMG**
<<:6::6::P+K::Link::P+K::Link::P+K: = 101~113DMG**
<<:4::P::K::P: = 105DMG
*Sometimes a quick step forward is needed for the hit to connect.
**The earlier you input the launcher (:3::3::P+K:) the higher the damage.
:P::P::H+P::Link::P+K:, :7::P::~::h::~::7::K:, :P::6::P:, >>
<<:214: :P: = 89DMG
<<:3::K::P: = 92DMG
<<:6::6::P+K::Link::P+K::Link::2::P+K: = 93DMG
<<:4::6::P::P: = 94DMG
<<:4::P::P::P::P: = 97DMG
<<:4::P::K::P: = 98DMG
:2::H+K:, :P+K::Link::P+K:, :1::P::P::P:, :7::P::~::h::~::7::K:, >>
<<:P::P::P: = 110DMG
<<:P::6::P:, :P+K::Link::P+K: = 114DMG
<<:6::6::P+K::Link::P+K::Link::2::P+K: = 116DMG
<<:4::P::K::K: = 117 DMG
<<:P::6::P:, :4::P::P::P::P: = 120DMG
<<:4::P::K::4::K:, :2::K: = 122DMG
<<:4::P:, :6::6::P+K:, :P+K:, :P+K: = 127DMG
Credits:
Sagittarius, Jiraiya-Sama, TakedaZX, NightAntilli, and Kayane
 

Jiraiya-Sama2390

Active Member
:6::6::P:, :1::P::P::P:, :7::P:!CB!,:Link: :7::K:: BT :4::P::K::K:
NH 101(close hit - 113)
CH 125 Dmg(close hit - 133)
This combo is simple, few mixups to get you got CB quick. The reason the :~: is placed behind the Critical Burst is that like some others(Eliot), Kokoro has a follow up to her critical burst(7pk), so you either have to wait, or free cancel(press hold). I suggest free cancelling. It keeps your head in the game. After the :7::K: She has a few options but BT PKK is the simplest. Interchange :4::P::K::K:: with :4::P::K::4::K:(just hold out the first :4: to get he combo), and you'll knock them down right next to you instead of kicking them away.

This combo works fine for all weights and in open space. Better you be a good distance from the wall during the launch if you want to kick the person over to the wall for more damage.
Playing around with the enders and saw that you can use BT :4::P::K::P:, BT :2::K::K:, BT :2::P:+:K:, along with BT:4::P::K::4::K: to spike the opponent for oki
 

TakedaZX

Well-Known Member
Twilight Town
Main Character
PSN ID
TakedaZX
Playing around with the enders and saw that you can use BT :4::P::K::P:, BT :2::K::K:, BT :2::P:+:K:, along with BT:4::P::K::4::K: to spike the opponent for oki
Yep, All those options are available but the best ones are probably :4::P::K::P:, :4::P::K::K::, :4::P::K::4::K: for simplicity. The other two are low ass damage though. If it's just a sliver of health left and you wanna show off, then you can play around with BT :2::P+K: but be VERY careful with that choice.

I'm... thinking of just making an enders section. I'll get too that.

[Edit]Alright so now where's a few sections, the preface, the main course, and the just deserts.
 

Who-lio

New Member
:8::P::6::P: causes Sitdown stun in CS. and most of the time leaves you in enough range to get the :7::P: CB or Launch if you want.

so heres one of my main ones atm.
66P, 8P6P, 7P CB! 33P+K 6PPP 107dmg

if you think theyre gonna hold the 2nd hit of 8P,6P you can either delay the 2nd hit, or just do 8P, itll give you enough advantage to do other things.
 

NightAntilli

Well-Known Member
Curaçao
Main Character
Leifang
Gamertag
nightantilli
3DS Friend Code
1977-0233-0797
Nope. After :2::P::+::K: you can do these
BT :4::P:,:h:,:2::K::P:
BT :P::6::P:,:h:,:2::K::P:

:2::P::+::K: doesn't launch like it used to.

And uh.. I apologize if my "uhm" came over the wrong way. It's just how I type. Didn't mean anything by it.
 
I just thought I'd share my main combos with Kokoro. Her mixup is fantastic, especially in regards to her combo enders. By delaying your inputs every now and then to confuse your opponent, even long combos are possible to connect without being countered.
The damage values are based on Normal Hit.

:8::P::6::P:, :7::K:, >>
<<:4::P::K::K: = 71DMG
<<:P::6::P:, :4::P::P::P::P: = 74DMG
<<:4::P::K::4::K:, :2::K: = 76DMG

:6::6::P:, :8::P::6::P:, *:7::P:, :3::3::P+K:, >>
<<:214: :P: = 84DMG
<<:4::P::P::P::P: = 92~104DMG**
<<:3::P::P::P: = 95~107DMG**
<<:6::6::P+K::Link::P+K::Link::P+K: = 101~113DMG**
<<:4::P::K::P: = 105DMG
*Sometimes a quick step forward is needed for the hit to connect.
**The earlier you input the launcher (:3::3::P+K:) the higher the damage.

:P::P:T:Link::P+K:, :7::P::~::h::~::7::K:, :P::6::P:, >>
<<:214: :P: = 89DMG
<<:3::K::P: = 92DMG
<<:6::6::P+K::Link::P+K::Link::2::P+K: = 93DMG
<<:4::6::P::P: = 94DMG
<<:4::P::P::P::P: = 97DMG
<<:4::P::K::P: = 98DMG

:2::H+K:, :P+K::Link::P+K:, :1::P::P::P:, :7::P::~::h::~::7::K:, >>
<<:P::P::P: = 110DMG
<<:P::6::P:, :P+K::Link::P+K: = 114DMG
<<:6::6::P+K::Link::P+K::Link::2::P+K: = 116DMG
<<:4::P::K::K: = 117 DMG
<<:P::6::P:, :4::P::P::P::P: = 120DMG
<<:4::P::K::4::K:, :2::K: = 122DMG
<<:4::P:, :6::6::P+K:, :P+K:, :P+K: = 127DMG
 

destinythewinged

New Member
Gamertag
Omegakabuto
Hey guys! New to the forums and am currently maining Kokoro in DOA5, just wanted to ask a question about one of her burst strings.
:6::6::P:,:8::P::6::P:,:7::P:
Whenever I do this string, most of the time, I'm not in range to do the burst while my opponent is still in the sit-down stun. I was able to do it once with my opponent still in sit-down stun but after that I couldn't do it again. The only way I was able to burst, was to delay :7::P: for a little bit after the initiation of the sitdown stun. By then, the sitdown stun would be over, and my opponent could counter the burst hit. I tried this in training a couple of times with recording the COM doing the burst string; and I was manually doing the countering. And by the time the burst was about to hit I was able to counter already. If I hit the burst a little earlier, then it'll completely whiff because the burst is a high attack; and during the sitdown stun, highs don't usually hit.
Is there a really strict timing with this string to guarantee the critical burst?
I also saw in the first post that this string only works with :7::K: as the launcher, and by that what do you guys mean? Did you guys meant that after the last hit in the string, the launcher has to be that :7::K: into backturn?
Thanks in advance!
 

Jiraiya-Sama2390

Active Member
Hey guys! New to the forums and am currently maining Kokoro in DOA5, just wanted to ask a question about one of her burst strings.
:6::6::P:,:8::P::6::P:,:7::P:
Whenever I do this string, most of the time, I'm not in range to do the burst while my opponent is still in the sit-down stun. I was able to do it once with my opponent still in sit-down stun but after that I couldn't do it again. The only way I was able to burst, was to delay :7::P: for a little bit after the initiation of the sitdown stun. By then, the sitdown stun would be over, and my opponent could counter the burst hit. I tried this in training a couple of times with recording the COM doing the burst string; and I was manually doing the countering. And by the time the burst was about to hit I was able to counter already. If I hit the burst a little earlier, then it'll completely whiff because the burst is a high attack; and during the sitdown stun, highs don't usually hit.
Is there a really strict timing with this string to guarantee the critical burst?
I also saw in the first post that this string only works with :7::K: as the launcher, and by that what do you guys mean? Did you guys meant that after the last hit in the string, the launcher has to be that :7::K: into backturn?
Thanks in advance!
Try dashing and see if that works. The inputs should look like: :6::6::P:,:8::P::6::P:,:6::6:,:7::P:
 
Well, for that string it helps if you input :6::6::7:
to initiate the Critical Burst, as the :6::6: will act as a quick step forward to get Kokoro in range almost simultaneously as the attack comes out. It's not as strict or hard as it seems, you'll be getting it with ease with just a bit of practice.
:7::K: is the launcher that will leave her back-turned, but you could also do :3::3::P+K: as the launcher to keep her facing forward.
Hope this helps!
 
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