AquaPazza/Konomi
Introduction
Konomi is a great character in this game. She has a short hop, a super jump, a fash dash, quick pokes, and great combo ability. She lacks a long range distance game, but can make up for that with the right assist.
Partners
Satsuki
Konomi is good, but lacks long range. Satsuki gives her long range. In addition, Satsuki can make Konomi a lot safer. You have to use meter to cancel into Satsuki, yes, but being able to combo after a 5C into dash 5C B+C gives Konomi good damage, and good pressure. Satsuki guns interrupt a lot of things, and allow you to get in against what would otherwise be more difficult matches such as Manaka or Riannon.
Mizuki
Against characters that can throw stuff out that can stop Mizuki while she's running (i.e. Manaka/Riannon), she is really good. Mizuki allows Konomi to jump in safely, and also opens up huge combo opportunities such as comboing after her air super, 214A knees in the corner, and so on. Mizuki is also really good at making wiffed or blocked DPs and such safe thanks to her running uppercut which leaves the opponent in blockstun for extended periods.
Ma-ryan
All-around assist for Konomi. Her neutral D assist move (fireworks) is good for creating screen filler, allowing you to safely approach an opponent. It can also be used as in an Assist Counter to get your opponent off of you, but you must be mindful of Ma-ryan's spacing relative to both you and your opponent. It also does have a bit of start up and if an opponent is already mid-jump, the fireworks could be missed completely. Ma-ryan Kick can also be used in neutral to either approach or to hit your opponent doing something mid-screen (Ma-ryan Kick whiffs crouchers, however). In the corner, Ma-ryan Kick allows for your combos to be extended easily, allowing Konomi to get 8-10K damage in a single combo against all of the cast.
Strategy
Game-plan
Konomi is very quick, has a short hop, a running dash, super jump etc. So you'll want to poke with 2A a lot because for some reason, 2As in this game are really strong, especially as anti air sometimes. On wakeup, abuse the small hop to do an overhead or low mixup. In addition, pressuring with things like 2A 2A delay a bit 5C is a good way to keep the opponent from moving. Once they start staying seated, you can do things like 2A 5A dash throw. If the opponent jumps at you, B+C them for a huge chunk of life. If they stop jumping, then you can start pressuring them on the ground. A little trick with divekicks is to do short hop j.B and then before landing, do a divekick, because it's an overhead. If you find the opponent anti-airing you too much, try doing a divekick to hit them, but be careful, as the punishment from a blocked divekick is pretty harsh. Other than that, get the opponent to the corner, and just pressure them, staggering your strings in an effort to hit them with a CH move into damage.
Match-up
Konomi is a short range character, so if you can stay out of her range, but stay in range to hit your own stuff, then you should be good. If you see her do 214A on block, stand and block, then you will block a divekick if she does it, and you can punish that. In addition, if she stops or if she ends with any part, you can easily punish. Her DP is quite good, so she will often do it off the ground, after she blocks a jump in attack, etc. Try to bait these and punish them as well. For the most part, she can't combo off of overheads, so try to block obvious overheads, and then stay low blocking so you don't accidentally reset yourself. Just be careful because her jumping pokes are very ambiguous as to which side she’ll end up on.
Combos
Target Combos
- 2A 2B 5C
- Standard, safe even as a blockstring.
- JB 2A 2B 2C -
- You can start with a deep JB, if it's too high up, you can't combo anything after it. Obviously, you can do the 5C or 214A endings, but 2C also works. j.B on counter hit, though, is a lot more lenient.
- JC 2A 2B 214A 214A 214A
- JC is easier to combo 2A afterwards than j.B, even without counterhit. You should still hit with it as deep as possible.
- 2A 2B 214A 214A J2363214A+B
- You can do the super ender instead of a 3rd 214A, midscreen, corner, anywhere. 1 meter.
- (CH)623A j.236C
- If you hit with her DP on counter hit, you can OTG with a quick jump into J236C.
- 623A xx 236236A+B
- Her A DP combos into her DP super.
- {9} JB 214A 214A 214A –
- Off of a short hop, unless it’s CH, you generally cannot combo into 2A, but the 214A is quicker and allows you to combo into it.
- JB 623A 623B xx 236236A+B –
- Corner combo. You can combo a B DP from an A DP in the corner, and in turn, cancel the B dp into her super.
- J236A/B/C [66] B+C 214A 214A 214A
- Air CH combo starter
- B+C [66] B+C 214A 214A 214A
- Air CH combo starter. If they are high enough, you can do teo heavy smashes before the rekka.
- 5C [66] 2B 214A 214A J2363214A+B -
- Ground CH starter. Even a simple combo like this off of a CH 5C will do a lot of damage. Requires 1 meter.
- 2C [66] B+C 214A 214A 214A.
- Ground CH starter. In high emotion, Konomi's 2C bounces the opponent against the wall, and if you're fast enough you can do a dash B+C.
- B+C [66] B+C 2141236A+B
- CH anti air starter. This is a combo into her curry super. You can generally do it from a B+C if timed correctly.
- 5B B+C 5B 623B J236C
- Basic punish combo off 5B. The 5B must be done while dashing into the opponent or the B+C won't connect properly. TK the J236C at the end for an OTG hit.
Assist Combos
Satsuki
- 2A 2B 5C (5D) dash forward 5B B+C 214A 214A 214A
- Requires 1 meter for the cancel. Timing is relatively strict.
Mizuki
- JC 2A 2B 214A 214A J2363214A+B (5D) [66] B+C 214A 214A J2363214A+B
- Corner combo. Requires 3 meters, not always worth the damage when doing the last super, but this shows the potential you can do with Konomi.
- 2A 2B 214A 214A 214A (4/6D) [66] B+C 214A 214A 214A.
- Corner Combo. You can combo after Mizuki's wall bounce with a dash B+C. Requires 1 meter
Ma-Ryan
- 5B 623C 236236AB 6D [Dash] B+C 2141236AB
- Mid-screen into corner combo. You must use 6D at the apex of the jump on the last hit of DP super.
- 623A 623C 23623AB 6D (time this to the end of the third hit of the DP Super) [Walk] B+C (214A 214A 236C/2363214AB OR 2141236AB)
- Corner only combo. Timing changes on Partner call during Emotion High because DP Super's animation changes. Does around 9-10K, depending on character. Can either end meterlessly or with Stomp Super.
Camyu
- 2A 2B 6D 214A 214A 2363214AB
- Mid-screen confirm into corner carry combo. Use black orb at the beginning of the combo to have it overtop of opponent by the end. Divekick super for damage and to allow the orb time to track over the downed opponent.
- 623A 623C 23623AB 5D (time this to the end of second hit of the DP Super) [Dash] B+C (214A 214A 236C/2363214AB OR 2141236AB)
- Corner only combo. Same as the Ma-ryan combo above but with timing for Camyu.
Move List
Normal Moves
5A
A quick short range finger tap forward. Whiffs on crouchers against some characters, and combos into 2A and pretty much whatever. |
5B
A knee forward. It has somewhat short range, but it has it's specific uses. |
5C
Konomi swings her bag forward and hits the opponent. This move is pretty quick, and has great range. You can't cancel out of it into specials, though. On counter hit when you're at "Emotion High", this move stuns the opponent for long enough to dash forward and hit a 2B into combo. Excellent move all around, and safe on block. |
2A
A quick low kick. Chains into itself, and into 2B. |
2B
A somewhat long range low poke. Combos from 2A, and out of it, you can combo into her 214A, 5C, or 2C. This move is going to be used often, as with most 2Bs. Not safe on block, but can chain into the safe-on-block 5C. |
2C
A low slide on the ground. This move has good range, and in the corner on counter hit, it can cause a wall bounce. It grounds the opponent which is nice, but the damage is quite low compared to other moves you can do to knock the opponent down. It's also not very safe on block, so you can lose a lot of life for tossing this move out there. You can't cancel it into specials either. |
B+C
This move is amazing. She does an uppercut, and it's extremely good for anti air, and shoots the opponent up in the air high enough to combo a 214A. On counter hit, it knocks them up even HIGHER, and you have time to run forward and do another B+C into more combos. This move is extremely good for combos, and chains from a 2B or 5B. However, you must be point blank range for that to hit. Overall, this is the move that will keep your opponents from jumping. |
JA
Quick knee attack. Good as a rising move. Has no hitbox below it so cannot be used as a cross up but since it looks like JB, could be used to fool your opponent into blocking high while doing a short hop, and then once you recover, going for a low. |
JB
Quick knee, can cross up. Has a hitbox below Konomi. Relatively fast. |
JC
Konomi takes her bag and swings it in a down/forward arc. Good range, and good priority. |
4 or 6+C
Grounded lever throw. Konomi takes the opponent and does a spinning neck breaker drop. The lever direction determines which side Konomi/the opponent ends up on after the throw. |
Special Actions
Short Jump 「小ジャンプ」 - Tap 7 or 8 or 9
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High Jump 「大ジャンプ」 - Tap 2 Then 7/8/9
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Special Moves
Satchel Upper 「カバンあっぱー!」 - 623+[Attack]
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What Should I Eat?♪ 「何食べよかな~♪」 - 214+[Attack]
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Get Out of the Way! 「どいてどいて~!」 - J236+[Attack] [Air Only]
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Super Moves
Genghis Khan-1192♪ 「1192作ろうジンギスカーン♪」 - 236236+AB
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Superb Balance!? 「絶妙なバランス感覚!?」 - J2363214+AB [Air Only]
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Mom's Killer Curry! 「お母さん直伝必殺カレー!!」 - 2141236+AB
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Splash Arts
Wait Up, Genjimaru! 「ちょっと待ってよゲンジマル~!?」 - 632146+BC
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