''With science... nothing is impossible!'' NiCO Combo Discussion

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KING JAIMY

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NiCO doesn't seem to have much in terms of combos. Her moveset is very limited in that sense. Regardless, this is some basic stuff I've found last night:

Stuns and Stun extenders: NiCO's stun game is awesome. Her main strength is her arsenal of crumple stuns which can create a lot of 50-50's between launchers and throws. Good moves that get the stun game going are 4PP, 4H+K, 6P string on CH, 3KK on CH, 6KK on CH and 9PP on CH. Her best extenders in my opinion are 4P+K, 6P+K, 7K (leads into Fatal Stun), H+K, 3P or even just her basic P. This leads us into the next part of combos: launchers.

Launchers: Her launchers are good. She has launchers at different hit levels so her mixup potential and stun-launch game is solid. 8K (high kick), 9K (mid kick) 3P+K (mid punch) and 3[P+K] (charged mid punch) are her main launchers. 66K (mid kick) also launches if the opponent is is a deep stun. 8PP causes a bound on CH.

Relaunchers/Juggles: NiCO is fairly limited in terms of juggles. 66K seems to be her most reliable juggle and you can use it twice after a critical stun level 3 launcher. Other juggles I found useful are PPP and KP. 9K and 9P also work in some scenarios. 8PP can also be used as a juggle and causes a bound which has a few follow-ups.

Enders: In general, you can only use NiCO's charged strings as enders only if you didn't use a juggle in your combo. So PPP[P], PPP[P+K] and 6PPP[P] only connect after using them straight after a launcher. When using juggles such as 66K or KP, end with PPPK, PPPP+K, 6PPPP, 6PPK, KKK or 6KKK. After the 8PP bound end the combo with close hit 236P (hard version) or 236K (easy version).

Now we just need to find a way to string all these moves together to create fancy combos.
 
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