Kokoro (DoA4): Difference between revisions

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= Move List =
= Move List =
== Notation ==
{{:Move_List_Notation_(DoA4)}}


== Attacks ==
== Attacks ==

Revision as of 06:49, 7 February 2006

Introduction

The under-eighteen geisha and Ba Ji Quan pwner-in-training, with more elbows and sweeps than even Jack Bauer can deal with.

Move List

Notation

Short form Long form Definition
Motion Motion The motion required to execute the move.
Shtf Stance shift What stance (if any) the moves goes into.
Hits Hit level The level the move hits. Levels in parenthenseis indicate an uninterruptable sequence.
Exc. Execution time The amount of time (in frames) the move takes before it impacts
Act. Active time The amount of time (in frames) the move is actively hitting
Rec. Recovery time The amount of time (in frames) the move takes before it fully recovers
Dmg. Damage The base amount of damage the move does.
FDB Frame disadvantage
on block
How fast your opponent recovers from blockstun before you recover. GC indicates a move that guard crushes. A negative number indiciates you have advantage.
FDH Frame disadvantage
on hit
How fast your opponent recovers from hitstun before you recover. Ch indiciates a move that induces critical hit stun. X indiciates a move that knocks down or launches. A negative number indiciates you have advantage.
MovTyp Move Type The move classification, for holding purposes.
WlHt Wall Hit The maximum distance (in meteres measures in gamespace) this move will cause a wall impact. A star before the number indicates that the opponent must be in critical stun. No number means a wall hit is impossible.
GrHt Ground Hit A star indiciates that this will hit opponents on the ground.

Attacks

(Multi-hit moves are listed with the data of the last given hit.)

Motion Stnc Hits Exc. Act. Rec. Dmg. FDH FDB MovTyp WlHt GrHt
P H 10 2 14 10 1 2 High P
2P L 13 2 20 5 0 4 Low P *
3P M 15 2 23 18 5 5 Mid P
K H 15 3 21 28 Cr 3 High K *1
2K L 15 2 26 10 12 18 Low K *
3K M 15 3 21 25 Cr 8 Mid K *1
2K+G L 14 2 24 18 9 11 Low K *
2K+GP LM 17 3 29 20 Cr 11 Mid P 2
2K+GK LL 20 2 24 18 Cr 11 Low K *

(Raw data)

Back-Turned Attack

Throws

Holds

The Basics

2K+G, followed by more 2K+G! Get outta the way!

Advanced Strategy

lolz.

Discussion

The Kokoro dicussion forum on doalive.com.