DOA5U: Kokoro's Shinso-Kaimon Throw Tutorial
The number notation system for inputs:
7 8 9
4 5 6
1 2 3
1 = down+back
2 = down
3 = down+forward
4 = back
5 = neutral
6 = forward
7 = up+back
8 = up
9 = up+forward
qcf = quarter circle forward
qcb = quarter circle back
hcf = half circle forward
hcb = half circle back
Now i know a lot of people have trouble with this throw its of course the last part. The thing about this throw is the 3rd part is really strict on timing. So the combo throw or Shinso Kaimon Throw goes like so: 214T, 2T, 46T. If you're not aware of the numbers i have a breakdown on the top of the description. So basically i learned to master this throw by listening to her sound effects when she performs each thrust into her opponent. So u do the first two then wait a splitsecond and slide ur fingers across 4&6 then hit T. So u need to make sure ur not mashing this throw bc it needs proper timing. If you have any questions about it feel free to comment and il get back to you. This throw is essential and is a must for any Kokoro player.
In short every time Kokoro makes contact with her opponent in each part of the throw ur goal is to input it a little bit b4 that contact. Its really a rhythm.
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