viol tentacule
Member
Why does allot of people say kokoro's defence is ass can someone explain why?
It will all come together a lot easier once youve played a little while longer, give it time, youll get a flow.Need some advice here, I've been trying to improve my gameplay with Kokoro but it kinda feels like I'm not getting anywhere.
First of all, I realize I can't handle with Kokoro very well. If I lose my momentum, I immediately lose my focus and panic.
I've been told to utilize moves like , but for some reason, the move never registers the P as but as a neutral after 3K despite the precise command input. I tried using , never worked as well. Before either moves come out, I get stopped. Sometimes, in to Heichu then , or doesn't work as well. After Heichu, some times the game doesn't perform the correct move, IE is performed as , or after Heichu is pressed but the move doesn't come out.
Also, perhaps I think my in string grabs with her are bad, because half of the time, the grab never hits or ensues.
Then you have the juggle issue, I see so many people getting proficient with her juggle, it makes me depressed to see I'm the only one who hasn't been able to master for extending juggles, or using or to extend as well. Then, you have the issue of not being able to achieve critical bursts because my opponents either block it, or the stun wasn't deep enough. Like for an example, ,, the K gets block, so no CB. If not, here's another example , , , CB does not happen.
Also to note, I rely way too much on her , or , I want to use other moves like or , but they all come out so slowly. Even performing is hard at the start of the match because of the misgauged distance or simply because you have some opponents who loves to get up in to your face before the fight starts.
I need helpppppppp Q_Q.
I guess this question should come here.
Does Kokoro not have any offensive holds at all? I remember in DOAD her 66T used to be an offensive hold. However, this time I only ever see it register as a throw.
If by "wall friendly" you mean a juggle that doesn't wall slam before the force tech ender, then you're pretty much limited to whatever can lead you to PP2KK. And I say "limited" because all of the following typical juggle moves will cause a wall slam: P+K, 9PP, 6PKwhats a wall friendly force tech juggle off of 4P+K at any height? As of now all i have for it is one that isnt wall friendly: 9P(1 or 2 I believe) 66P+K 2P.
Is there an effective Sidestep strategy for Kokoro, or any sidestep guides I can look into?
I've been trying to add sidestepping into my routine, but I can't seem to pull it off well. I just don't know when to sidestep and when not to.
No have not noticed it tessted it i dont understand it also been watching japanese players play doa and if seEms like they play kokoro differently then the u.s. players of should i say westren players or what ever but the question is whats the difference betwee the way we play to the way the way they play kokoro or is there none and im stupid