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==Astral Heat== | ==Astral Heat== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Kokonoe_720D.png |caption= | |image=BBCP_Kokonoe_720D.png |caption=You'd think she has enough setup tools to combo into her Astral. You'd think wrong. | ||
|input=720D | |input=720D | ||
|name=Armament No.99 | |name=Armament No.99 |
Revision as of 05:50, 20 July 2019
Kokonoe |
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Overview
A genius scientist part of the organization “Sector Seven” that opposes the Librarium, and is the creator of Tager. She led an operation to rescue Hakumen, who had fallen through dimensions. While the two tolerate each other, in order to monitor Hakumen’s unexpected actions, she dispatches Tager. She continues her research to defeat Yuuki Terumi.
Drive: Graviton
Kokonoe's Drive summons a Graviton onto the field. The instant the Graviton appears it'll start attracting the opponent and objects towards it from a distance. Objects accelerate towards the graviton from a further range than characters. Similar to Tager's magnetism, grounded opponents cannot be lifted off the ground by the graviton and experience greater resistance to motion from it compared to when they're airbone. Kokonoe herself is not normally affected by the Graviton, although some moves use its location to change their properties. The most notable change it causes is to Kokonoe's Ennetsu Flame Cage (214A/B/C), which gains the ability to change its trajectory. When a Graviton is summoned, it will stay on the field until either it expires after a specific duration, Kokonoe activates it with 236D/withdraws it with 214D, or the opponent manages to confirm a hit on Kokonoe. Only one Graviton can be on the field at a time.
The first two icons represent the Banishing Ray (22A/B) and Flame Cage (214A/B/C) stocks. You can only have one of each move out on the field at a time. You start the match with both icons lit up. When the respective move is visible on the screen the icon for it will turn grey. Once the move is no longer visible on the screen the icon will light back up, and you can use the move again.
The third icon and the number next to it refer to your stock of Gravitons. You start the match off with 9 Gravitons and will use one up every time you summon one. Gravitons recover slowly over time, but using a Graviton will both put a cooldown on its regeneration and cause you to lose progress towards regenerating your next Graviton. Under normal circumstances the limit of gravitons isn't significant, it seems to exist to prevent permenant keep-away tactics and other delaying strategies.
Overdrive: Graviton Rage
Kokonoe's Overdrive will strengthen her Gravitons immensely:
- The pull of her Gravitons will become much stronger than that of her normal ones (this will allow her to do something like 3C>5D>5B>5C>Solid Wheel which isn't possible with a normal Graviton). Her projectiles such as Flame Cage, Flaming Belobog, and Solid Wheel will be pulled in much quicker compared to regular Gravitons.
- However the stronger pull will mess with most of Kokonoe's non-OD combos that use Gravitons so keep that in mind.
- Her Gravitons will deal more damage than the base ones (they still require the opponent to be in hitstun).
- The rate at which her Gravitons recharge will become much faster, also the recharge timer will not pause whenever she uses a Graviton in a combo (It will be slower than her standard overdrive recharge rate, but she will still get one or two back after doing a combo with them). This essentially allows Kokonoe to replenish her Graviton stock while dealing damage.
- Kokonoe's Gravitons will stay out for much longer while in Overdrive (6 seconds compared to the 4 seconds that a normal Graviton will stay out for).
Strengths/Weaknesses
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Normal Moves
5A
5A |
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Kokonoe's jab and her fastest normal. Despite not having much range, it can be a good combo starter as Kokonoe can still get the same oki from her B starters with 5A just for a little less damage. |
5B
5B |
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5B is a great tool for pressure because of all the possibilities you have on block. It's jump cancelable on block so you can go for a quick j.2C overhead from it if you have 50 meter to Rapid Cancel to convert it into a full combo or stay safe. Or you can jump cancel and do a falling j.B to attempt to reset pressure or retreat with an instant air backdash. Or you can just normal cancel it into 2B or 5C and go from there. Or you can take advantage of the fact 5B moves Kokonoe forward and you have so many options from it for the opponent to look out for to just reset pressure instead. With all these possibilities, 5B can be a powerful tool if you use it wisely |
5C
5C |
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When you're in the corner or end a combo in the corner, 5C is a great ground combo ender because you can special cancel into either Banishing Ray or Flame Cage for oki. Also, 5C is a great combo piece when air juggling an opponent because its ability to blow an airborne opponent away fullscreen combined with either Broken Bunker or IAD j.B > j.C adds a lot of corner carry to your combos. This is also your go to starter for Counter Hit combos as the P1 on this move is crazy, against moves that are horribly negative on block, this move will make sure that they feel the pain for doing something stupid when they eat a 7-9K combo. |
2A
2A |
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Like many 2As, Kokonoe's 2A is great for pressure. In particular, it's great for catching no techs and in blockstrings where you don't want to commit too heavily to anything because your opponent has a burst to do Overdrive Raid. It's also possibly Kokonoe's best ground poke. Decent range, quick start up and recovery make it the best alternative to use compared to a lot of her other ground normals. This move will usually be your alternative go to move for punishing moves for moves that are too far for 5A to punish, as her 5A/2A starter combos are interchangeable. |
2B
2B |
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Now that Kokonoe's 2A is no longer a low, Kokonoe now has to rely on 2B to open people up using a low. It has a bit more range than 2A so it's good in some instances to poke your way out of pressure or poke in neutral. |
2C
2C |
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Mostly used in specific grounded combo routes. In blockstrings, it can be used to safely put down Flame Cage or Banishing Rays thanks to it being +1 on block and the pushback it does on block and barrier. Be wary, its slow startup can lead to opponents DPing you before you even get the chance to hit them with 2C. Fatal Counter can allow Kokonoe to loop 2C>5C on the opponent for corner carry. |
6A
6A |
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Kokonoe's anti-air. Has great vertical reach but not much horizontal reach though. Best used in situations where the opponent has to commit to their jump in. If you hold down the A button, you'll be able to delay her anti-air which can be useful against empty jumps and low air dashes as Kokonoe retains the head invincibility while charging. |
6B
6B |
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Kokonoe's only ground overhead. Uncharged 6B is a great overhead to open opponents up with, especially when combined with Kokonoe's oki tools. The charged version of 6B is mostly only good for some combos. Similar to Mu, you can Rapid Cancel the first hit of 6B into 2B, however unlike Mu, Kokonoe gets the benefit of having both hits of her 6B hitting high instead of just the second hit being a overhead. |
6C
6C |
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Mostly just used in air juggle combos but in some rare cases, the foot invuln on 6C is great for beating out opponents trying to mash out a crouching normal. Kokonoe can link 6C back into 5A/5B (it varies between the two moves depending on whether or not the opponent was on the ground or in the air when they got hit by 6C and how close she was to them) if she doesn't jump cancel it since Kokonoe retains her ground momentum while using 6C. Fatal Counter 6C will always guarantee that you can link back into 5B even if they're on the ground for a damaging combo (FC 6C>5B>6A>6C>j.8D>j.236B>j.B(1)>j.236D>22B>2C>Lightning Hits 6B>5C>3C(1)>214X) or for a simple carry using 6C>5B>6A>6C loops. |
3C
3C |
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3C has great horizontal reach and hits low, making it good for ground pokes. However, it's easy to jump over and punish so make sure to not use it too predictably and to always space it well to minimize chances of getting punished. Alternatively, because of its reach and ability to open people up low, it's also good in blockstrings where you've been pushed out far enough for opponents to stand up thinking they can attempt to jump out or do something else. Also, 3C is great in combos because of its ability to vacuum and sweep the opponent. It does have a particularly large extended hurtbox as well, so use with caution. |
j.A
j.A |
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Kokonoe's j.A has a faster startup, a wide hitbox and is multi-hitting, making it for air to air battles and jump ins in some situations as well as making it fairly easy to hitconfirm into a full combo. |
j.B
j.B |
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Sometimes a good air to air normal. While it lacks j.A's great hitbox, it is a better starter for combos. When combined with a low to the ground air dash, it can be a pretty good jump in as well. It's also good sometimes in attempting to reset pressure from a 5B jump cancel. You'll want to really pick and choose when you do this though because again j.B is lacking in vertical reach and is easily beaten by anti-airs and in some cases, quick picks |
j.C
j.C |
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Mostly just used for combos. In particular, it's good in the corner as an ender for some air combo routes that'll allow you to setup Flame Cage oki guided by a Graviton. Also, in some situations j.C can be a great poke to punishing opponents who chase after from the air you while you're instant air backdashing. If you manage to catch them airdashing while pressing buttons, you can immediately summon j.9D into Activate and then do Dash 5B>6A>6C>5B>5C>3C(1)>236A for a corner carry combo. |
j.2C
j.2C |
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j.2C is mainly used as a quick overhead, either on wakeup or jump canceling a normal. In order to convert it into a full combo there are a few options.
Ideally, you want to use this move if you have something to back yourself up with as j.2C suffers from forced landing recovery when used (Kokonoe can special cancel j.2C on block, but the only specials she can use in the air are Flame Cage and Solid Wheel which are ineffective, and summoning a Graviton after j.2C leaves a gap that the opponent can use to anti-air Kokonoe). Flame Cage and Banishing Rays B can give Kokonoe enough time to do j.2C>5A on block. If she has a Graviton on top of them at midscreen, she do j.2C>j.236D to push the opponent away from her. If Kokonoe lands this as an air to air move or if she's close enough to the ground, she can link j.2C into 5A for a combo. j.2C>j.214214A also works too since the timing for it is very lenient (just make sure that you're close to the opponent). |
Drive Moves
Kokonoe will always start out the round with 9 Gravitons in stock and they will replenish themselves whenever there isn't a active Graviton out on the field. If Kokonoe doesn't have any Gravitons left in reserve, then she cannot use her Drive moves until she gets back at least one Graviton.
Summon Graviton
Summon Graviton Direction + D |
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Activate Graviton
Activate Graviton 236D, air OK or During a Special Move~D |
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Primarily used as a means of controlling space, as it forces the opponent away from the Graviton at a high speed. However, this move only strikes the opponent if they are in hitstun, and as such, cannot be used as a starter. In Central Fiction 2.0, Kokonoe can now activate a Graviton while doing a special move. This will allow Kokonoe to open up new routes, convert off of any stray Gravitons, or use them to quickly push someone into a trap. The timings for when Kokonoe can do Special Move~D are listed below:
Note: Doing Special Move~D will consume one Graviton as if you did 236D and cannot be done during the following: Counter Assault, Crush Trigger, Throws, Distortions, EA, or Astral. |
Retrieve Graviton
Retrieve Graviton 214D, air OK |
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This move can be great if you're low on Gravitons and you don't want to waste the current one you have, since deactivating a Graviton will shorten the recharge time depending on how long it was out for. |
Universal Mechanics
Forward Throw
Forward Throw 5/6B+C |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw j.B+C |
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Counter Assault
Counter Assault 6A+B (While Blocking) |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
Armament No.2
Armament No.2
"Broken Bunker Assault v2.21" |
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Armament No. 9
Armament No. 9
"Aerial Powerdrive: Solid Wheel v3.37" |
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Kokonoe's new special in CF. Usually this move is used as combo filler for Kokonoe's midair combos, but if you have a Graviton out that's close to the opponent, you can use it in a blockstring that will leave you +5 once Solid Wheel finishes. Solid Wheel can also be used as an escape tool if you combine it with a Graviton as the activation will launch Kokonoe high into the sky. If you couple this with repeated j.Cs to stall your falling, then you have a move that's great for timer scamming your opponent for when you have the life lead. |
Armament No.3
Armament No.3
"Absolute Zero v4.32" |
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Armament No.4α
Armament No.4α
"Flame Cage v1.43" Activate |
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Armament No.5
Armament No.5
"Banishing Rays v3.10" |
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Armament No.6
Armament No.6
"Planar Haze v1.24" |
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When combined with either Banishing Rays or Flame Cage oki, Planar Haze can be a great left/right mixup to open opponents up. It's also sometimes good in neutral to relocate to a Graviton you have placed, which will allow you to escape some situations. |
Distortion Drives
Armament No.4β
Armament No.4β
"Pyro: Flaming Belobog v2.73" |
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Armament No.7
Armament No.7
"Jamming Dark v1.65" |
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Black Hole fundamentally functions as a reset tool, typically to guarantee a kill combo and end the round. Despite being unblockable, Black Hole sees little use in practice because of the numerous conditions required to connect it and difficulty spacing it effectively. For the same meter cost, you have access to the much simpler, stable and reliable Absolute Zero (ice) resets. Note that projectile invulnerable moves can negate blackhole entirely if done correctly (Nine omni dash for example). To capitalize on the bonus proration of Black Hole, you must combo on the exact frame the opponent touches the ground. This presents difficulties due to the fact that the height from which the opponent drops is randomized between one of three options. If Black Hole whiffs, Kokonoe is incredibly vulnerable to the opponents punish of choice. Due to the above, Black Hole is overall strongest in situations where you need to guarantee the reset, can set it up effectively and do not need the bonus proration to kill. |
Armament No.8
Armament No.8
"Crime of Greed v1.00" |
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Crime of Greed is typically used at the end of a combo to end a round because of how easy it is to combo into, as well as the good minimum damage it'll add to the combo. For the OD version, you'll need to Overdrive cancel into it (For example, Kokonoe can do 3C(1)>ODC>3C(1)>236C on an airborne opponent which will work if she has less than 80% Health) if you want to get the extra damage since Absolute Zero's animation takes way too long to finish and Overdrive will more than likely end before you get to OD Crime of Greed. |
Armament No.00
Armament No.00
"Dreadnought Destroyer" |
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Kokonoe summons a giant Mecha-Tager to fire a beam that covers the entire screen. Can be charged up both by holding C during the super (which delays its activation) and by rotating the stick in a circular motion. Generally, Dreadnought Destroyer is often overlooked for Golden Tager because of its damage scaling compared to its Overdrive version. You can get the same amount of damage from ending a combo with Flaming Belobog>5D>Absolute Zero than setting up for Dreadnought Destroyer. However, if you really want to go for this move and you don't have Overdrive to do Golden Tager instead, a simple confirm into it would be 6A>6C>j.64641236C. Other than that, don't use this. |
Armament No.01
Armament No.01
"Super Dreadnought Exterminator" |
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Kokonoe summons a giant Golden Mecha-Tager to fire a beam that covers the entire screen. Can be charged up both by holding C during the super (which delays its activation) and by rotating the stick in a circular motion. Now THIS, is a good use of 100 meter right here. You wanna talk about complete and utter despair? Then this is the super you're looking for, Golden Tager has the power to obliterate your opponent's life lead no matter how big it is. To put it simply, this is Kokonoe's comeback Distortion. There are two ways of comboing into Golden Tager that require you knowing how much time you'll get off of an Overdrive Cancel:
On top of being highly damaging, thanks to the Graviton buff she got in Central Fiction 2.0, Kokonoe can now combo into this move off of almost anything for a huge amount of damage, meaning that any random confirm can spell death to your opponent and Kokonoe no longer has to delay Gravitons to get these combos to work. Keep in mind that in order to do these combos, Kokonoe must hold back using any meter and Overdrive, both are which very valuable resources to Kokonoe as she does not possess a meterless reversal. However, being able to completely delete health bars off of a random confirm and making your opponent wonder why does she have something like this is worth holding back those resources. |
Exceed Accel
Armament No. 11
"Full Metal Heavy Weapon v2.05" |
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Astral Heat
Armament No.99
"Final Apocalypse" Ultimate Impact |
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External References
- Japanese Name: ココノエ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Amane Nishiki [★]
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- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
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