Kokoro's new moves

juliusxcix

Well-Known Member
I've realized through playing the beta that Kokoro's air grab can be tied in from standing if using (Left P). It is a very useful tool for extending combos. Kokoro's mix ups now have that extra kick that can be chained from Heichu, so it makes it more difficult for people to guess since the guesses used to be only be high, low, or mid punch. People normally spam counter mid or low punch when you use Heichu so the kick is very useful. I suggest using that more because your less inclined to be countered and it has a different stun animation( which actually feels longer than most of her stuns; but then again there was a lot of input lag in the beta) which helps set up for combos.
yeah i think using S after heichu K is really good because you get a guaranteed combo. (im not saying S is guaranteed but i was never countered or punished, so)
 
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