BBCF/Kokonoe: Difference between revisions

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|input=236B
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|name=Armament No. 9
|name=Armament No. 9
"Aerial Powerdrive: Solid Wheel Ver. 3.37"
"Aerial Powerdrive: Solid Wheel v3.37"
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|data=
  {{AttackData-BBCPE
  {{AttackData-BBCPE

Revision as of 03:40, 19 October 2016

Kokonoe
BBCF Kokonoe Portrait.png
Health: 10,500

Combo Rate: 65%
Prejump:
Backdash Time 25 / Invul: 1~7


Movement Options
Gravitrons, Double Jump, 1 Airdash, Dash type: Run
Play-style
Offensive, Traps
  

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 vacuuming the opponent and objects towards it from a distance. Objects seem to be vacuumed in from a farther range than characters. When one is summoned it also changes properties of some moves. 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 When a Graviton is summoned it'll gradually drain Kokonoe's Graviton Gauge until it's withdrawn from the field by either running out of Graviton Gauge, Activating (236D), Withdrawing (214D), or staying on the field for a specific duration. Only one Graviton can be on the field at a time.

BBCF Kokonoe Graviton Gauge.png

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.

Overdrive: Graviton Rage

The Graviton effect is strengthened, and they regenerate faster.

Pros/Strengths

  • Very high damage output
  • Amazing tools to setup mixups
  • Good variety of normal attack ranges
  • Huge vertical Anti-Air
  • Great chip damage options if a Graviton is summoned near the opponent
  • Very high mobility with a fast dash, and teleport

Cons/Weaknesses

  • Lack of a good meterless defensive option
  • Very space dependent to set up traps
  • Slower-than-average normal attacks
  • Below-average health
Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 91% 90 - 82% 81 - 73% 72 - 63% 62 - 54% 53 - 45% 44 - 35% 34 - 0%
Overdrive 240F 270F 300F 330F 360F 390F 420F 480F
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)


Normal Moves

5A
5A
BBCP Kokonoe 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSDrOJR All 6 3 11 -2 B -

Standard jab. Doesn't have much range so it's usually only used in blockstrings.

5B
5B
BBCP Kokonoe 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SDrOJR HL 11 3 19 -5 B -
  • Great for pressure

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
BBCP Kokonoe 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SDrOJR HL 14 2 20 -6 P -
  • Staple ground combo ender in the corner
  • Great combo piece

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 to have them out 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.

2A
2A
BBCP Kokonoe 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSDrOR LA 7 4 11 -3 F -

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 starter up and recovery make it the best alternative to use compared to a lot of her other ground normals.

2B
2B
BBCP Kokonoe 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400, 244 SDrOR LB 10 3(6)3 12 -1 F -
  • Hits twice
  • Main low mixup option

Kokonoe's best option for opening people up low. It also 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
BBCP Kokonoe 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1080 SDrO(J)R HL 18 3 13 +3 F -

Mostly used in specific grounded combo routes

6A
6A
BBCP Kokonoe 6A.png
CHESTO!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 540 SDrOJR HL 11 4 18 -5 B -
Charge 650 SDrOJR HL 21-23 4 18 -3 B -
  • Good anti-air

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.

6B
6B
BBCP Kokonoe 6B.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 430, 244 SDrOR HB 25 2(11)2 21 -6 B -
Charge 500, 300 SDrOR HB 41-43 2(15)2 14 +5 B -
  • Good 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.

6C
6C
BBCP Kokonoe 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1250 SDrOJR All 22 3 30 -15 B -

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.

3C
3C
BBCP Kokonoe 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450, 288 (S)DrOR LB 14 3(6)3 15 -4 F -
  • Good ground poke
  • Sometimes a good low mixup
  • Good combo piece

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.

j.A
j.A
BBCP Kokonoe jA.png
Ora ora ora ora ora ora
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
130, 85, 79 SOJR HA 6 - ~8 - H -
  • Great air to air normal

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
BBCP Kokonoe jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
420, 268 SDrOJR HA 10 4(3)4 11 - H -

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
BBCP Kokonoe jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 S(Dr)OR All 16 3 35 - P -
  • Sometimes a good air corner combo ender

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.

j.2C
j.2C
BBCP Kokonoe j2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 SDrOR HA 17 5 21 - H -
  • Sometimes good for a quick, rewarding overhead
  • Sometimes good for a poke

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 though, you'll need to either Rapid Cancel and do falling j.B, have a Graviton setup and activate it to give you enough time to land and pick up the combo or use it during Banishing Ray oki, which will put the opponent in more than enough hitstun to let you land and pick up the combo.

In some cases, j.2C is also good for a poke because of its giant hitbox.


Drive Moves

Summon Graviton
Summon Graviton
Direction + D
BBCP Kokonoe 5D.png
*Click Image for Enlargement
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - 16 300 32T - - -
  • Summons a Graviton in the desired location, pulling opponents towards it.¡
  • Consumes one Graviton stock
  • Remains active for 240 frames
  • Will replace existing Gravitons

The location in which the Graviton is summoned depends on the direction held and the respective visible screen area. If there is no directional input, Kokonoe summons the Graviton directly in front of her.

Activate Graviton
Activate Graviton
236D, air OK
BBCP Kokonoe 236D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 500 - All 11 - 23T - - -
Overdrive 750 - All 11 - 23T - - -
  • Activates the placed Graviton, quickly pushing the opponent away or striking them
  • Consumes one Graviton Stock

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.

Retrieve Graviton
Retrieve Graviton
214D, air OK
BBCP Kokonoe 214D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - 16 - 32T - - -
  • Disables the Graviton on the field
  • Does not consume a Graviton Stock

Typically never used but if you ever need to turn off the effects of a Graviton, you can do it using this.


Universal Mechanics

Forward Throw
Forward Throw
5/6B+C
BBCP Kokonoe ForwardThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 0, 1400 SDrRO T 7 3 19 - T -
  • Wall Bounces

Can convert into a full combo by using a Graviton.

Back Throw
Back Throw
4B+C
BBCP Kokonoe BackThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 0, 1400 SDrRO T 7 3 19 - T -
  • Launches upwards

Can convert into a full combo by using a Graviton.

Air Throw
Air Throw
j.B+C
BBCP Kokonoe AirThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 SDrRO T 7 3 15 - T -
  • Wall Bounces

Kokonoe's air throw. You can combo from it with the help of a Graviton.

Counter Assault
Counter Assault
6A+B (While Blocking)
BBCP Kokonoe 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 13 3 33 -12 B -

Like most Counter Assaults, it can be a good way to get out of an opponent's pressure in dangerous situations. It doesn't have much horizontal or vertical reach though, so keep that in mind when you're deciding when to use it.

Crush Trigger
Crush Trigger
5A+B
BBCP Kokonoe CT.png
HEY HEY HEY!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R HL 30-64 1 21 - B -

Mostly good for extending a few particular combos to squeeze out a bit more damage when you're in a tight situation and need to try and kill the opponent quickly.


Specials

Armament No.2
Armament No.2

"Broken Bunker Assault v2.21"
236A/[A]

BBCP Kokonoe 236A.png
BBCP Kokonoe 236A 2.png
武装No02「突撃ブロークンバンカー Ver2.21」
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
No Charge A 600, 441, 338 R All 15 3 23 -8 B -
Charged A - - All - - - - B -
  • Alternate ground combo ender

Typically just a combo tool but for ground combos that have gone on a bit too long or leave you just a little bit too far from the corner, it can also be used as a combo ender.

In pressure, if you have 50 meter and you absolutely don't want to let your opponent return to neutral, Broken Bunker > Rapid Cancel is great for closing the gap and restting pressure.

New in CF is the ability to do a charged version of Broken Bunker, which will leave the explosion on the opponent without detonating it. The explosive will detonate on its own after a set period of time instead. It hasn't seen too much use but it's good for combos and in more rare occasions, oki.

Armament No. 9
Armament No. 9

"Aerial Powerdrive: Solid Wheel v3.37"
236B

BBCF Kokonoe SolidWheel.png
武装 No09 「駆動ソリッドホイール Ver3.37」
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- R All - - - - B -
  • Good combo tool
  • Tracks to an active Graviton if there is one on the field

Kokonoe's new special in CF. It doesn't get much use but when it does get used, it's used in combos that usually lead to big damage. Also, in some situations, it's been used to reset pressure in rare situations where Kokonoe has a Graviton in the right place.

Armament No.3
Armament No.3

"Absolute Zero v4.32"
236C

BBCP Kokonoe 236C.png
BBCP Kokonoe 236C 2.png
武装No03「氷結アブソリュートゼロVer4.32」
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500, 1673-2000 R All 29 62 12 -8 P -

Unfortunately, Absolute Zero doesn't really have much use except for the fact that it's necessary to do to get Hiten Green Climb. Once upon a time, it used to lead to some interesting mixups when you Rapid Canceled it and had a Graviton in the right place but it hasn't seen much use in CF.

Armament No.4α
Armament No.4α

"Flame Cage v1.43" Activate
214A/B/C, air OK

BBCP Kokonoe 214A.png
武装No04α「炎熱フレイムケージVer1.43」
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A 240, 140, 129, 119, 109, 100 - All 31 - 42T - P -
B 240, 140, 129, 119, 109, 100 - All 31 - 42T - P -
C 240, 140, 129, 119, 109, 100 - All 31 - 42T - P -
  • Great neutral tool for covering an approach
  • Great oki tool
  • Can track towards or be pushed away from Gravitons

A very key special in Kokonoe's toolset. Flame Cage is active for a very long time. If you can manage to create the space to get it out and use a Graviton to guide it where you need it, it can be a very powerful tool to cover an approach in neutral and lock them down for pressure.

It's also a very good oki tool. It can either be used to limit an opponent's wakeup options when you have a Graviton placed or let you reset pressure when you don't have a Graviton placed (The fireball will come down later if there's no Graviton guiding it). Both cases present the opportunity to go for a mixup.

Armament No.5
Armament No.5

"Banishing Rays v3.10"
22A/B

BBCP Kokonoe 22A.png
BBCP Kokonoe 22A 2.png
武装No05「電撃バニシングレイVer3.10」
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A 720 R All 24 6 42T - P -
  • Sometimes good for ending a blockstring
  • Activates immediately

The A version of Banishing Rays is mostly just used for some combo routes. However, in a few rare occasions, it can also be used to end a blockstring.

B 400, 209*5 R All 71 2*6 33T - P -
  • Great neutral Tool
  • Great oki tool
  • Will not activate unless an opponent is very close or after a long time of idling

Another very key part of Kokonoe's toolset. If you can amanage to create the space to get this out safely in neutral, B Banishing Rays will make it difficult for opponent's to approach Kokonoe. You can then take advantage of this to toss out Flame Cage and guide it to the opponent with a Graviton. It's also a very strong oki tool that'll both limit your opponents wakeup options and make it visually hard to see what mixup Kokonoe is going for.

Armament No.6
Armament No.6

"Planar Haze v1.24"
22C

BBCP Kokonoe 22C.png
武装No06「転移ライアーヘイズVer1.24」
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 33T - - -
  • Good left/right mixup tool
  • Will teleport to a Graviton if you have an active one on the screen

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"
214214A/B/C, air OK

BBCP Kokonoe 214214A.png
武装No04β「超炎熱フレイムベルボーグVer2.73」
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A 1000, 100, 96, 91, 86, 82, 78, 74, 70, 67, 63, 60, 57 R All 5+5 - 48T -18 P 1-12 All
B 1000, 100, 96, 91, 86, 82, 78, 74, 70, 67, 63, 60, 57 R All 5+8 - 51T -18 P 1-15 All
C 1000, 100, 96, 91, 86, 82, 78, 74, 70, 67, 63, 60, 57 R All 5+11 - 54T -18 P 1-18 All
  • Good reversal option
  • Sometimes a good combo extender
  • Will track to or be pushed away by Gravitons

Now that Planar Haze is no longer 1f invuln, Flaming Belobog is Kokonoe's only character-specific reversal. Leads to a full combo on hit because of the amount of hitstun it has. For similar reasons, it can also be a good combo extender if you need one and have 50 meter.

Armament No.7
Armament No.7

"Jamming Dark v1.65"
632146D

BBCP Kokonoe 632146D.png
武装No07「重力ジャミングダークVer1.65」
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 0, 1200 - UNB 53+1 157 263T - P 1-218 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Armament No.8
Armament No.8

"Crime of Greed v1.00"
Automatic after 236C

BBCP Kokonoe 236C 3.png
武装No08「飛天グリードクライム Ver1.00」
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 - - - - - - - -
  • Great round ender

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.

Armament No.00
Armament No.00

"Dreadnought Destroyer"
64641236C, air OK

BBCP Kokonoe 2363214C.png
武装No00「撃滅超弩級メカテイガー」
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
3220-6766 (3782 mid-air) - All 5+31+12 - 188T - P 1-5, 36-98 All
  • Costs 100 Heat

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.

Armament No.01
Armament No.01

"Super Dreadnought Exterminator"
64641236C, air OK

BBCP Kokonoe OD 2363214C.png
武装No01「殲滅超弩級ゴールデンテイガー」
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
4841-13806 (4255 mid-air) - All 5+31+12 - 188T - P 1-5, 36-98 All
  • Costs 100 Heat
  • Cannot be charged in midair

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. If fully-charged, on a raw hit, this can instantly kill any opponent, though it's decidedly hard to land except in very specific combos.


Exceed Accel

Armament No. 11

"Full Metal Heavy Weapon Ver. 2.05"
ABCD during Overdrive

BBCF Kokonoe FullMetalHeavyWeapon.png
武装No11「根絶フルメタルヘビーウエポン Ver2.05」
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 2040 - All - - - - - -
Active Flow 4089 - All - - - - - -
  • Does not cost Heat, but immediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

Kokonoe punches forward during startup. On hit, Kokonoe proceeds to bring the full artillery, to finally apply excessive electric shocks to the opponent. Puts Kokonoe in Active Flow if she hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.


Astral Heat

Armament No.99

"Final Apocalypse" Ultimate Impact
720D

BBCP Kokonoe 720D.png
武装No99「最終決戦破壊事象」アルテイメイトっインパクト
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
DESTROY - c.T (?) 4+0 - - - T -
  • Command grab
  • Has no invincibility

Kokonoe's impossible-to-combo Astral. Though it has no invincibility, its 0-frame startup after the super-flash means it can be used to catch unaware opponents that won't disrespect your approach.


External References