Its not the best to do after a sit down. They can block the h+k. Also 4p6p does the most damage but the stun isn't as deep.
Ok, the computer blocks the h+k when you set the stagger escape to fastest. And when you say the stun isn't as deep, you mean it doesn't give you the most frame advantage?Its not the best to do after a sit down. They can block the h+k. Also 4p6p does the most damage but the stun isn't as deep.
8pp? The first p would pop them up, but the next p would be a waste wouldn't it?8PP is the hella deep natural combo lift stun, I believe. Use that. Start more mixups. :v All the mixups. Good character.
Lol, poor Kokoro. She used to be a beast in DOA4. Yeah, that 8pp after the parry, being a natural combo could bait somebody to counter, then you could launch them with the throw or 4p+k faint stun.I mean after a parry.
Sit down stuns were nerfed heavily across the board, so I'm not surprised if that bit is wrong.
Kokoro used to have 8P6P 236P 7P and that got nerfed so hard she may as well have no sitdown stuns anymore. :v
Thanks for the tip. I'd be tempted to leave off the last 6k in order to pop up for guaranteed damage.6k is better after the parry. More damage then 8pp. 6k faint stunt 6k. One guess to threshold.
That's what I've always done. It's just weird being on the other side for a change. I'm actually giddy with anticipation to max out Gen Fu's potential >It's not like people are gonna tier shame you. Play who you like.
I hate 9k. Doesnt guarantee anything unless im in a certain stance. Not worth it. Only thing good is it tracks and is a solid wall splat. I prefer 8k its 14 frames launches and tracks
I like 214pp after my 3p tech up and as a ended to a bound. Its safe too. Its a good move. But 6p+k is just bad lol. And I never use 7k or 9k