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* Fully Charged 6B will ground bounce | * Fully Charged 6B will ground bounce | ||
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. | 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. | ||
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*Bunker bomb from the charged version can be good for oki | *Bunker bomb from the charged version can be good for oki | ||
*Bunker Bomb will explode three seconds after being placed on the opponent, but will disappear if Kokonoe is hit clean or on block, similar to Flame Cage | *Bunker Bomb will explode three seconds after being placed on the opponent, but will disappear if Kokonoe is hit clean or on block, similar to Flame Cage | ||
*Landing 236[A] on a standing opponent will put them in a crumple state, where as landing it on an aerial opponent will cause them to ground bounce. Both can be followed up with 5A right after but grounded opponents will require you to land it as a Counter Hit or to Rapid Cancel Bunker to combo out of it | |||
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. | 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 | 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 resetting 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. You can use the charged version to do Bunker Reps, which is using the bunker bomb's explosion to carry the opponent to the corner while constantly placing a new bunker bomb on them. The bunker bomb can be an exceptionally good tool for oki as it'll keep the opponent pinned down while they're blocking, allowing you to safely extend your blockstrings or to make certain moves safe (like j.2C for example). | 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. You can use the charged version to do Bunker Reps, which is using the bunker bomb's explosion to carry the opponent to the corner while constantly placing a new bunker bomb on them. The bunker bomb can be an exceptionally good tool for oki as it'll keep the opponent pinned down while they're blocking, allowing you to safely extend your blockstrings or to make certain moves safe (like j.2C for example). |
Revision as of 05:19, 18 March 2018
Kokonoe |
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Health: 10,500 Combo Rate: 60%
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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'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. 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(Kokonoe) gravitons recharge will become much faster, also the recharge timer will not pause whenever she(Kokonoe) uses graviton in a combo (It will be slower than her standard overdrive recharge rate, but she(Kokonoe) will still get one or two back after doing a combo with them) Essentially allowing Kokonoe to replenish her stock immediately without the need to wait.
- 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
Strengths | Weaknesses |
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Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.2C
j.2C |
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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 |
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Retrieve Graviton
Retrieve Graviton 214D, air OK |
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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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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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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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Armament No.8
Armament No.8
"Crime of Greed v1.00" |
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Armament No.00
Armament No.00
"Dreadnought Destroyer" |
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Armament No.01
Armament No.01
"Super Dreadnought Exterminator" |
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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
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- 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
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •