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| *Below-average health | | *Below-average health |
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| {| class="wikitable" style="text-align: center;"
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| |+Remaining Health vs. Overdrive Duration (in Frames)
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| |-
| |
| !Health !! 100 - 91% !! 90 - 82% !! 81 - 73% !! 72 - 63% !! 62 - 54% !! 53 - 45% !! 44 - 35% !! 34 - 0%
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| |-
| |
| !Overdrive
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| || 240F || 270F || 300F || 330F || 360F || 390F || 420F || 480F
| |
| |-
| |
| |}
| |
| {{warning|This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)}} | | {{warning|This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)}} |
| <br clear=all/> | | <br clear=all/> |
| | |
| ==Normal Moves== | | ==Normal Moves== |
| ====== <font style="visibility:hidden" size="0">5A</font> ====== | | ====== <font style="visibility:hidden" size="0">5A</font> ====== |
Line 960: |
Line 952: |
| |input=236B | | |input=236B |
| |name=Armament No. 9 | | |name=Armament No. 9 |
| "Solid Wheel Ver. 3.37" | | "Aerial Powerdrive: Solid Wheel v3.37" |
| |data= | | |data= |
| {{AttackData-BBCPE | | {{AttackData-BBCPE |
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Line 1,439: |
| |caption=武装No11「根絶フルメタルヘビーウエポン Ver2.05」 | | |caption=武装No11「根絶フルメタルヘビーウエポン Ver2.05」 |
| |name=Armament No. 11 | | |name=Armament No. 11 |
| "Full Metal Heavy Weapon Ver. 2.05" | | "Full Metal Heavy Weapon v2.05" |
| |data= | | |data= |
| {{AttackData-BBCPE | | {{AttackData-BBCPE |
Kokonoe
|
|
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.
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
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This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)
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Normal Moves
5A
5B
5B
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
500
|
SDrOJR
|
HL
|
11
|
3
|
19
|
-5
|
B
|
-
|
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
|
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.
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2A
2A
|
Damage
|
Cancel
|
Guard
|
Startup
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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.
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|
2B
2B
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Damage
|
Cancel
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Guard
|
Startup
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Active
|
Recovery
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Frame Adv
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Attribute
|
Invul
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400, 244
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SDrOR
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LB
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10
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3(6)3
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12
|
-1
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F
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-
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- 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.
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|
2C
6A
6A
CHESTO!
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
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Attribute
|
Invul
|
Normal
|
540
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SDrOJR
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HL
|
11
|
4
|
18
|
-5
|
B
|
-
|
Charge
|
650
|
SDrOJR
|
HL
|
21-23
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4
|
18
|
-3
|
B
|
-
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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.
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|
6B
6B
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Normal
|
430, 244
|
SDrOR
|
HB
|
25
|
2(11)2
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21
|
-6
|
B
|
-
|
Charge
|
500, 300
|
SDrOR
|
HB
|
41-43
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2(15)2
|
14
|
+5
|
B
|
-
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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
3C
3C
|
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.
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|
j.A
j.A
Ora ora ora ora ora ora
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
130, 85, 79
|
SOJR
|
HA
|
6
|
-
|
~8
|
-
|
H
|
-
|
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.
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|
j.B
j.B
|
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
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|
j.C
j.C
|
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
|
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.
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|
Drive Moves
Summon Graviton
Summon Graviton Direction + D
*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
|
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
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|
Universal Mechanics
Forward Throw
Back Throw
Air Throw
Counter Assault
Counter Assault 6A+B (While Blocking)
|
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
HEY HEY HEY!
|
|
Specials
Armament No.2
Armament No.2
"Broken Bunker Assault v2.21" 236A/[A]
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
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
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.
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|
Armament No.4α
Armament No.4α
"Flame Cage v1.43" Activate 214A/B/C, air OK
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
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
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
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
武装No07「重力ジャミングダークVer1.65」
|
|
Armament No.8
Armament No.8
"Crime of Greed v1.00" Automatic after 236C
武装No08「飛天グリードクライム Ver1.00」
|
|
Armament No.00
Armament No.00
"Dreadnought Destroyer" 64641236C, air OK
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
|
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
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 v2.05" ABCD during Overdrive
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
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
Click [★] for character's full frame data