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Atlas Academy > Kohaku

MBAACC F-Kohaku

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Komidol:
Not a lot of changes coming from v1.00 -> v1.05 other than the stuff in the game mechanics.  Coming from PS2 you'll notice the following (you can dig up the full changes in a CC thread somewhere):

Major Nerfs:

* Your damage is a lot lower.
* Your 2B recovery is much higher.
* 5C is a lot shorter(v1.07, Hitbox slightly improved), slower, and I suspect it to be minus on block now, instead of even.
* 22C Cactus disappears if you get hit and it doesn't hit air unblock-able as it comes out anymore.
* Your 5A does not hit some low-crouchers when blocking.
* Poison Proration is nearly double now, cutting your damage in half, but still costs 150% meter.

* Your AD damage is nearly halved.
Buffs

* Your command grab still has the same range it did before, and is now comboable.
* Your command grab sweet-spot follow up is slightly easier. v1.07
[/list]
So there's a lot to be desired here - you didn't get any new moves, and let's not forget you're still a character without a ground overhead or a legitimate reversal.  Full moon means you have no heat or roll.  Defense is tough and your pokes are weaker.  Your job is to win in neutral.  This is the character's strength and it has to be your's too.  Basically, your best defense is going to be a strong offense.  Not an aggressive offense.  A strong offense. 

You're going to be living off the damage your command grab, solid fireball spacing, and good normals grant you.  Furthermore you want your stagger pressure to be incredibly varied to avoid disrespect.  Your solid airthrow grants you some reasonable midscreen setup to help you out.  Force your control with plants and your command throw.  Your best defense is going to come from good meter management and smart blockstring decisions with counters.               

NEW STUFF

OTG Relaunch Stuff

Corner OTG Relaunch Combo: 2A 5B 2B 5C 236A 236C 5C j.BC (236C) j.BC 6E
Use for Kill only.  The meter is a huge waste. 

Combo off raw airthrow.

Raw Airthrow (Low/Close): 5C Aerial
Raw Airthrow (High/Far): 2C 236A <- You'll be using this more often than not. 

You must execute 5C/2C Immediately after landing.

If you do 5C Aerial make sure you can confirm it into air throw (if you have too much distance you might whiff 5C all together or not be able to airgrab).  If you figure out mid-combo you cannot confirm into airthrow you can do j.bc 236C j.bc airthrow as an aerial to correct your distance gap.  It's largely a waste of meter though, so if you're not sure opt for 2C 236A unless you think the formal can kill.

If you have 100% and do 2C 236A: As long as it's not too far you can drop 22C for the yontaku.  Becareful of DP in this case because Cactus will disappear if you get hit.
If you have no meter and do 2C 236A: Standard meaty on most characters.  Be careful of Kouma/Ries for slow getup and Ryougi for fast getup.
If you have max and do 2C 236A: you can confirm into your long range IH-Combo (as listed below), 2C 236A IH 2C 236A 41236C.  This damage isn't very high and only if you really want circuit break/have only a teensy bit of max left.  If you have a lot of max you might want to opt for the 100% option, and then go in with the ability to spark.  Your choice.

Command grab combo.
After sweet spot (SS) follow up you can combo into command grab. 

Easy Mode: 63214CSS <Delay> 2C 3C j.bc j.bc Airthrow
Waka Version: 63214CSS <Delay> 4B 2C 3C j.bc j.bc Airthrow (adds ~200dmg)

v1.07 Komidol Version: 63214CSS <Delay> 2[C] 3C j.bc j.bc Airthrow ~3500dmg

Because the SS follow-up bats the opponent so far, this can only be performed close to the corner. 

OLD STUFF

Almost all of it still exists, almost all of it is useless.

IH Combos

IH Confirm: 2C 236A 2C 236A 41236C

Very nasty to catch someone with. 

Command Grab Confirm: 63214C <Whiff> 41236C

I'll be going through some of the old MBAA stuff and add what a combination of what still works and what I find to be effective.  Most unfortunately I find is, poison plant setup (which was even a questionable use of meter in the past) is now completely useless for the meter.  Certain whiff-command throw setups may also unfortunately be rendered useless by the simple fact SS follow up grants standard meaty and does a too healthy amount of damage to ignore, at over 3K.  [/list][/list]

Komidol:
:teach: Updated.

AARP|ZTB:
Mrs. Kohaku Jefferson

http://www.youtube.com/watch?v=ZUQZax_8sjg

Solid player. Went from rags to riches in a matter of minutes.

Rokunaya:
WTF

Was Fkohaku always able into 5C off command grab in the corner!? What the hell!?


Also this Fkohaku is solid as hell. Good shit.

Tonberry:

--- Quote from: Rokunaya on November 04, 2011, 11:27:47 AM ---WTF

Was Fkohaku always able into 5C off command grab in the corner!? What the hell!?

--- End quote ---

Nope.  Sweetspot on command grab used to make the opponent invul until they stood up.

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