Coyori Strategy
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Coyori Strategy
So she has some amazing High/Low/Throw mix up it's crazy. Her overhead comes out so fast...
Both her Low and Throw options led to a knockdown for more mix up, and her overhead has good enough advantage to be safe if it's block. She reminds me of Ken from 3s...
Both her Low and Throw options led to a knockdown for more mix up, and her overhead has good enough advantage to be safe if it's block. She reminds me of Ken from 3s...
Last edited by Empud on Thu Sep 18, 2008 8:37 pm; edited 1 time in total
Empud- Beginner
- Posts : 9
Join date : 2008-09-18
Age : 35
Re: Coyori Strategy
Maybe this is why she one of the top played characters in Japan right now.Empud wrote:So she has some amazing High/Low/Throw mix up its crazy. Her overhead comes out so fast...
Both her Low and Throw options led to a knockdown for more mix up, and her overhead has good enough advantage to be safe if its block. She reminds me of Ken from 3s...
Re: Coyori Strategy
Yeah, a lot of people use her. I'm sick of seeing Ashley vs. Coyori :lol:LiSyaoran wrote:Maybe this is why she one of the top played characters in Japan right now.
Empud- Beginner
- Posts : 9
Join date : 2008-09-18
Age : 35
Re: Coyori Strategy
Taken from Buktooth from SRK
coyori's objective: to get the opponent in heat up mix ups
why?
- heat up combos do at least twice as much damage as the average coyori combo
- heat up allows coyori to have a very damaging mid/low mixup
- heat up is basically like yang's SA3, with more damage and without unblockables
coyori's strengths:
- ridiculous in heat up mode
- difficult to keep out; air dash gets around stuff, jump D beats a lot of stuff, multi-hitting air moves make her hard (and risky) to attempt to parry against
- combos cannot be tech rolled, allowing her to keep momentum
- rekka mix ups are very risky to parry
- builds bar quickly
coyori's weaknesses:
- very low damage combos without heat up
- very low damage high bounce parry combos
- throw is tech roll-able, loses all momentum midscreen
- weak anti air
- no verifiable low combo starters
noteworthy normals:
2B - quick low kick, combos into 236A
5C - standing combo starter. chains into 5D for easily-verified combos
2D - slide. quick with long range
not tech roll-able
unsafe unless ranged well
2C - the closest thing coyori has to an anti-air. not very reliable
jump A - chains to jump B. useful out of air dash
against opponents who will try to parry your jump A B chain, just do the A, then combo them when they whiff the 2nd parry
jump A B chain is also useful as air-to-air, pops the opponent up high for mix ups
jump D - hits 3 times, can be used as a cross up
probably coyori's most important normal outside of heat up
practically abuseable against most characters
however, abusing it will get you killed as it will often get parried twice then high bounce parried
most characters have to parry it to deal with it, though. be unpredictable and periodically empty jump, watch them whiff the parry, then do a big combo
6B - advancing overhead hop
hits twice
very slight frame advantage on hit
pitifully low damage
chains from 5B, 236P
becomes beastly in heat up
special moves:
236P
the start of coyori's rekka chains
A version is fast, relatively short-ranged. combos from 2B
C version is slower, goes farther. does not combo from 2B
combos into 6A, D (at most ranges)
chains into, but does not combo into B, C, 6B
unsafe to fast moves on block. chaining into 6A and D will beat attempts to punish a blocked 236P, but those are unsafe as well
236P 6A
combos from 236P
combos into another 6A
chains into all other rekka options, but does not combo into anything but 6A
if you expect opponent to try to parry the 6A afterwards, chain into C
unsafe on block
236P 6A 6A
combos from 236P 6A
does not knock down
safe on block
can be parried into bounce parry after blocking the first 6A
(from rekka series) B
dashes behind opponent and kicks
can cross up cornered opponent
good option to get out of corner
is easily interrupted (which is the best answer)
on hit, leaves a neutral situation at midrange
will get bounce parried if used predictably
chains into C and D (neither will combo)
(from rekka series) B (hold)
dashes behind opponent, does not kick
adds to unpredictability of rekka series
use against opponents you predict will try to parry the kick, then do a big combo
if you have them sufficiently spooked so that they'll just sit there, throwing afterwards works too
(from rekka series) C
slow overhead which launches
best used not as an overhead (unless playing in laggy conditions), but as a counter to opponents trying to parry
safe on block
easily interrupted
(from rekka series) C (hold)
fake overhead
not terribly useful; most people don't try to block or parry the overhead, they just interrupt it
(from rekka series) D
knocks down
combos from 236P at all but the farthest ranges
fast, catches people mashing or trying to jump out
is a low parry (everything else from rekkas is a standing parry)
unsafe on block
though unsafe, necessary to use in non-guaranteed situations now and then to prevent them from moving or mashing out of the other rekka options
(from rekka series) 6B
relatively fast, advancing overhead
only chains from 236P
useful to keep momentum going, due to slight advantage on hit and close range
parry bait
becomes a lot more useful in heat up
623K
B version isn't very useful outside of a high bounce parry combo
D version has incredible range (nearly half screen) and combos off of any of coyori's cancellable ground normals
can be followed up with 2D for a knockdown that's not tech roll-able
has no invulnerability; cannot be used as a reversal or anti air
623D 2D does more damage than 236P D combos, and combos much more consistently. should be coyori's main combo ender
first hit of 623D can be super cancelled into 236236K
supers:
236236P
ground combo super
no invincibility
not that much more damage than a standard combo
generally a waste of meter that's better spent on heat up
236236K
mash-able
very fast, but no invincibility. will trade with meaty moves generally
again, generally a waste of meter
heat up:
coyori gains a lot of beneficial changes when in heat up. some of the more important ones:
6B -> jump C chain - the most important heat up buff, allows coyori to get a full combo off of her 6B overhead
the jump C will only hit 4 characters while crouching: donvalve, deathbringer, watson and coyori (coyori must be in the corner and close, though)
against every other character, you have to do 6B, whiff the jump C, then link 2B afterwards and go into the combo
6B -> jump C chain must be parried 3 times and is not vulnerable to bounce parry
if the opponent just blocks the overhead coyori gets to keep attacking
coyori can pull out the heat up 6B out of nowhere just by doing 6ABC
likewise, coyori can pull out a heat up 2B out of nowhere just by doing 2ABC. this should be your punisher for unsafe moves
2B -> 5C chain - gives coyori an easily verifiable combo from a low 2B
2D hits twice, first hit is cancellable into special moves, second hit launches and is jump cancellable (on hit only)
5C chains into 6B and 2D - if the first part of your heat up mix up (6B or 2B) is unsuccessful, these chains from 5C give you another chance
(from rekka chains) D is jump cancellable (on hit only) and launches
gains double jump - mainly useful for combos
all air normals knock down, generally leaving the opponent in juggle state
jump B becomes jump cancellable - (jump B -> instant air dash B) loops are a staple of coyori's heat up combos
623K can be done in the air - coyori's combo ender (after jump B loops) when heat up is about to run out
the standard coyori heat up mix up:
6B jump C -> 2B 5C 5D 236C D -> etc. (overhead)
2B 5C 5D 236C D -> etc. (low)
if the first part of the mix up is blocked, your second chance to mix up is at the 5C; do 6B or 2D
a good opponent that successfully defends against the mix up is either going to parry the 6B and combo you or block the 2D
from 2D you have to go straight into 236C. if it hits you can go into D as normal and combo
if 2D 236C is blocked, your last chance to mix up is to either do 6B again, or D, which is unsafe on block
it is important to note that in battle fantasia heat up will last until your combo ends. this means that if you have .5 seconds of heat up left and hit with a combo starter, you still get to do a full heat up combo before it runs out
if you launched your opponent in the corner fairly early on in the heat up, the combo you should do is simply jump B -> jump cancel jump D
this does about 200 damage less than the standard combo ender, but knocks the opponent up really high and allows you to do an invisible 6B / 2B mix up again on them while coyori is off-camera, while still in heat up
jump B -> jump cancel jump D does not work on marco and watson
midscreen, your combo ender after your first launch should be jump B -> IAD B -> (air) 623D 2D
this allows enough time for one 6B / 2B mix up before heat up runs out
the standard combo ender (which also ends your heat up) is (jump B -> IAD B) x3 -> (air) 623D 2D
combos:
(damage numbers will be updated later)
off a jump-in:
2A 2B 623D 2D
2A 2B 236236P
low combos:
2B 236A D (sort of verifiable; 236A is unsafe but you have options)
standing combos:
5C 5D 236C D
5C 5D 623D 2D
5C 5D 236236P
high bounce parry combos:
high bounce parry -> jump B -> 5C (1 hit) 623B -> 623D 2D
high bounce parry + heat up -> (jump B -> IAD B) x9 -> (air) 623D 2D
low bounce parry combos:
low bounce parry -> IAD C -> 5B 5C 5D 623D 2D
low bounce parry + heat up -> IAD C -> 5B 5C 5D 236C D -> jump cancel -> etc.
heat up starters:
6B -> jump C 2B 5C 5D 236C D -> ender (overhead)
2B 5C 5D 236C D -> ender (low)
6B -> jump C 2B 5C 2D (1 hit) 236 C D -> ender (overhead, midscreen vs skinny opponents)
heat up enders:
jump B -> jump cancel jump D (corner, allows best set up, least damage)
jump B -> IAD B -> 623D 2D (allows best midscreen mix up)
(jump B -> IAD B) x3 -> 623D 2D (when heat up is about to end)
random stuff:
you can parry during an airdash. pretty necessary actually
when the opponent is knocked down in the corner and you have no meter, you want to air dash and do one of the following:
- come down with A B chain
- come down with a really deep A (if they attempt to double parry you get a combo)
- press A just a little early so that you whiff it and land, then 2B 236A (surprisingly tricky low option)
- press A early and whiff, then throw
- press A early and whiff, see if they whiffed a parry, then 5C 5D -> etc
- parry (if they have a dp or super)
in heat up, 236236P can super cancel into 236236K (peace out 3 bars for no damage)
in heat up, 236236K does wayyyy more hits
coyori's objective: to get the opponent in heat up mix ups
why?
- heat up combos do at least twice as much damage as the average coyori combo
- heat up allows coyori to have a very damaging mid/low mixup
- heat up is basically like yang's SA3, with more damage and without unblockables
coyori's strengths:
- ridiculous in heat up mode
- difficult to keep out; air dash gets around stuff, jump D beats a lot of stuff, multi-hitting air moves make her hard (and risky) to attempt to parry against
- combos cannot be tech rolled, allowing her to keep momentum
- rekka mix ups are very risky to parry
- builds bar quickly
coyori's weaknesses:
- very low damage combos without heat up
- very low damage high bounce parry combos
- throw is tech roll-able, loses all momentum midscreen
- weak anti air
- no verifiable low combo starters
noteworthy normals:
2B - quick low kick, combos into 236A
5C - standing combo starter. chains into 5D for easily-verified combos
2D - slide. quick with long range
not tech roll-able
unsafe unless ranged well
2C - the closest thing coyori has to an anti-air. not very reliable
jump A - chains to jump B. useful out of air dash
against opponents who will try to parry your jump A B chain, just do the A, then combo them when they whiff the 2nd parry
jump A B chain is also useful as air-to-air, pops the opponent up high for mix ups
jump D - hits 3 times, can be used as a cross up
probably coyori's most important normal outside of heat up
practically abuseable against most characters
however, abusing it will get you killed as it will often get parried twice then high bounce parried
most characters have to parry it to deal with it, though. be unpredictable and periodically empty jump, watch them whiff the parry, then do a big combo
6B - advancing overhead hop
hits twice
very slight frame advantage on hit
pitifully low damage
chains from 5B, 236P
becomes beastly in heat up
special moves:
236P
the start of coyori's rekka chains
A version is fast, relatively short-ranged. combos from 2B
C version is slower, goes farther. does not combo from 2B
combos into 6A, D (at most ranges)
chains into, but does not combo into B, C, 6B
unsafe to fast moves on block. chaining into 6A and D will beat attempts to punish a blocked 236P, but those are unsafe as well
236P 6A
combos from 236P
combos into another 6A
chains into all other rekka options, but does not combo into anything but 6A
if you expect opponent to try to parry the 6A afterwards, chain into C
unsafe on block
236P 6A 6A
combos from 236P 6A
does not knock down
safe on block
can be parried into bounce parry after blocking the first 6A
(from rekka series) B
dashes behind opponent and kicks
can cross up cornered opponent
good option to get out of corner
is easily interrupted (which is the best answer)
on hit, leaves a neutral situation at midrange
will get bounce parried if used predictably
chains into C and D (neither will combo)
(from rekka series) B (hold)
dashes behind opponent, does not kick
adds to unpredictability of rekka series
use against opponents you predict will try to parry the kick, then do a big combo
if you have them sufficiently spooked so that they'll just sit there, throwing afterwards works too
(from rekka series) C
slow overhead which launches
best used not as an overhead (unless playing in laggy conditions), but as a counter to opponents trying to parry
safe on block
easily interrupted
(from rekka series) C (hold)
fake overhead
not terribly useful; most people don't try to block or parry the overhead, they just interrupt it
(from rekka series) D
knocks down
combos from 236P at all but the farthest ranges
fast, catches people mashing or trying to jump out
is a low parry (everything else from rekkas is a standing parry)
unsafe on block
though unsafe, necessary to use in non-guaranteed situations now and then to prevent them from moving or mashing out of the other rekka options
(from rekka series) 6B
relatively fast, advancing overhead
only chains from 236P
useful to keep momentum going, due to slight advantage on hit and close range
parry bait
becomes a lot more useful in heat up
623K
B version isn't very useful outside of a high bounce parry combo
D version has incredible range (nearly half screen) and combos off of any of coyori's cancellable ground normals
can be followed up with 2D for a knockdown that's not tech roll-able
has no invulnerability; cannot be used as a reversal or anti air
623D 2D does more damage than 236P D combos, and combos much more consistently. should be coyori's main combo ender
first hit of 623D can be super cancelled into 236236K
supers:
236236P
ground combo super
no invincibility
not that much more damage than a standard combo
generally a waste of meter that's better spent on heat up
236236K
mash-able
very fast, but no invincibility. will trade with meaty moves generally
again, generally a waste of meter
heat up:
coyori gains a lot of beneficial changes when in heat up. some of the more important ones:
6B -> jump C chain - the most important heat up buff, allows coyori to get a full combo off of her 6B overhead
the jump C will only hit 4 characters while crouching: donvalve, deathbringer, watson and coyori (coyori must be in the corner and close, though)
against every other character, you have to do 6B, whiff the jump C, then link 2B afterwards and go into the combo
6B -> jump C chain must be parried 3 times and is not vulnerable to bounce parry
if the opponent just blocks the overhead coyori gets to keep attacking
coyori can pull out the heat up 6B out of nowhere just by doing 6ABC
likewise, coyori can pull out a heat up 2B out of nowhere just by doing 2ABC. this should be your punisher for unsafe moves
2B -> 5C chain - gives coyori an easily verifiable combo from a low 2B
2D hits twice, first hit is cancellable into special moves, second hit launches and is jump cancellable (on hit only)
5C chains into 6B and 2D - if the first part of your heat up mix up (6B or 2B) is unsuccessful, these chains from 5C give you another chance
(from rekka chains) D is jump cancellable (on hit only) and launches
gains double jump - mainly useful for combos
all air normals knock down, generally leaving the opponent in juggle state
jump B becomes jump cancellable - (jump B -> instant air dash B) loops are a staple of coyori's heat up combos
623K can be done in the air - coyori's combo ender (after jump B loops) when heat up is about to run out
the standard coyori heat up mix up:
6B jump C -> 2B 5C 5D 236C D -> etc. (overhead)
2B 5C 5D 236C D -> etc. (low)
if the first part of the mix up is blocked, your second chance to mix up is at the 5C; do 6B or 2D
a good opponent that successfully defends against the mix up is either going to parry the 6B and combo you or block the 2D
from 2D you have to go straight into 236C. if it hits you can go into D as normal and combo
if 2D 236C is blocked, your last chance to mix up is to either do 6B again, or D, which is unsafe on block
it is important to note that in battle fantasia heat up will last until your combo ends. this means that if you have .5 seconds of heat up left and hit with a combo starter, you still get to do a full heat up combo before it runs out
if you launched your opponent in the corner fairly early on in the heat up, the combo you should do is simply jump B -> jump cancel jump D
this does about 200 damage less than the standard combo ender, but knocks the opponent up really high and allows you to do an invisible 6B / 2B mix up again on them while coyori is off-camera, while still in heat up
jump B -> jump cancel jump D does not work on marco and watson
midscreen, your combo ender after your first launch should be jump B -> IAD B -> (air) 623D 2D
this allows enough time for one 6B / 2B mix up before heat up runs out
the standard combo ender (which also ends your heat up) is (jump B -> IAD B) x3 -> (air) 623D 2D
combos:
(damage numbers will be updated later)
off a jump-in:
2A 2B 623D 2D
2A 2B 236236P
low combos:
2B 236A D (sort of verifiable; 236A is unsafe but you have options)
standing combos:
5C 5D 236C D
5C 5D 623D 2D
5C 5D 236236P
high bounce parry combos:
high bounce parry -> jump B -> 5C (1 hit) 623B -> 623D 2D
high bounce parry + heat up -> (jump B -> IAD B) x9 -> (air) 623D 2D
low bounce parry combos:
low bounce parry -> IAD C -> 5B 5C 5D 623D 2D
low bounce parry + heat up -> IAD C -> 5B 5C 5D 236C D -> jump cancel -> etc.
heat up starters:
6B -> jump C 2B 5C 5D 236C D -> ender (overhead)
2B 5C 5D 236C D -> ender (low)
6B -> jump C 2B 5C 2D (1 hit) 236 C D -> ender (overhead, midscreen vs skinny opponents)
heat up enders:
jump B -> jump cancel jump D (corner, allows best set up, least damage)
jump B -> IAD B -> 623D 2D (allows best midscreen mix up)
(jump B -> IAD B) x3 -> 623D 2D (when heat up is about to end)
random stuff:
you can parry during an airdash. pretty necessary actually
when the opponent is knocked down in the corner and you have no meter, you want to air dash and do one of the following:
- come down with A B chain
- come down with a really deep A (if they attempt to double parry you get a combo)
- press A just a little early so that you whiff it and land, then 2B 236A (surprisingly tricky low option)
- press A early and whiff, then throw
- press A early and whiff, see if they whiffed a parry, then 5C 5D -> etc
- parry (if they have a dp or super)
in heat up, 236236P can super cancel into 236236K (peace out 3 bars for no damage)
in heat up, 236236K does wayyyy more hits
Re: Coyori Strategy
Very nice stuff.
Rollie- Beginner
- Posts : 5
Join date : 2008-09-17
Age : 36
Location : Detroit, MI
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