BBCP/Kokonoe: Difference between revisions

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Revision as of 03:16, 25 April 2014

Kokonoe

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 Yuki Terumi.

Health: 10500
Play-style: Offensive, Traps
Movement Options: 1 Double Jump/Airdash, Dash-type: Fast Scooter

Drive: Graviton (グラヴィトン)
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 it's 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 When a Graviton is summoned it'll gradually drain Kokonoe's Graviton Gauge until it's withdrawn from the field by either running out of Graviton Gauge, Activating (236D), Withdrawing (214D), or staying on the field for a specific duration.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 can have one Graviton can be on the field at a time per character.

BBCP Kokonoe Graviton Gauge.png

The first two icons represent the Dengeki Banishing Ray (22A/B) and Ennetsu 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 including the bar represents your Graviton gauge. Graviton Gauge bar changes color depending on the situation:

  • Blue means a Graviton is summoned on the field. Graviton Gauge is gradually drained. You can summon the Graviton to a new location, Activate (236D) it, or Withdraw (214D) it.
  • Yellow means the Graviton was Activated (236D). Graviton Gauge is paused from recovery, and the user is inable to summon a new one.
  • Green is recovery. Graviton Gauge is gradually recovered till it reaches full. You can summon a Graviton at any moment during.


Overdrive: Graviton Rage (グラヴィトンレイジ)
Overdrive, which temporarily boosts Kokonoe's abilities. While active the Graviton effect is strengthened, decreasing the consumption of the Graviton gauge and increasing its recovery.

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


External References:


Move List

See also: Kokonoe Full Frame Data

Normal Moves

5A
BBCP Kokonoe 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSDrOJR All 6 3 11 -2 B - Click!
  • 2.1% Heat Gain

A straight punch with a pair of brass knuckles. Not good for Anti-Air.

5B
BBCP Kokonoe 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500 SDrOJR HL 11 3 19 -5 B - Click!
  • 3.6% Heat Gain
  • Mid-air 4-9f

Kokonoe puts on a hard hat, does a front flip and headbutts the opponent.

5C
BBCP Kokonoe 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800 SDrOJR HL 14 2 20 -5 P - Click!
  • 5.7% Heat Gain
  • Crumples on Counter Hit

Kokonoe summons a mech cannon, firing it resulting in a short range explosion. Amazing normal with a great hitbox. Your go to ground poke.

2A
BBCP Kokonoe 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSDrOR LA 7 4 11 -3 F - Click!
  • 2.1% Heat Gain

Similar to Taokaka's 2A, Kokonoe does a long reach sweep with her paw.

2B
BBCP Kokonoe 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
400, 244 SDrOR LB 10 3(6)3 12 -1 F - Click!
  • 4.6% Heat Gain
  • Low Profile

Kokonoe swings her wrench low to the ground twice.

2C
BBCP Kokonoe 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1080 SDrO(J)R HL 18 3 13 +3 F - Click!
  • Fatal Counter
  • Spin on hit
  • 7.7% Heat Gain
  • Same Move Proration

Kokonoe summons a drill hammer and swings it towards the enemy's feet. If they are crouching, you can link 5C into 2C.

6A
BBCP Kokonoe 6A.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 540 SDrOJR HL 11 4 18 -5 B - Click!
  • 3.8% Heat Gain
  • Float on air hit
  • Head Invul from 4f till end of charge.
Charge 650 SDrOJR HL 21-23 4 18 -3 B - Click!
  • 4.6% Heat Gain
  • Float on hit
  • Head Invul from 4f till end of charge.

Kokonoe does an uppercut. Go to normal for Anti-Air.

6B
BBCP Kokonoe 6B.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 430, 244 SDrOR HB 25 2(11)2 21 -2 B - Click!
  • 4.8% Heat Gain
  • Ground Bounce on second hit
Charge 500, 300 SDrOR HB 41-43 2(15)2 14 +5 B - Click!
  • 5.7% Heat Gain
  • Ground Bounce on second hit

Kokonoe twirls her wrench, swings it downwards, then does a short hop swinging it downwards again.

6C
BBCP Kokonoe 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1250 SDrOJR All 22 3 30 -14 B - Click!
  • Fatal Counter
  • 9% Heat Gain
  • Mid-air 7-45f
  • 4~ Foot Invul
  • Spin on hit
  • Same Move Proration

Similar to Platinum's 6C, Kokonoe summons her hammer and swings it upwards with great force causing her to end up in the air.

3C
BBCP Kokonoe 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
450, 288 (S)DrOR LB 14 3(6)3 15 -1 F - Click!
  • 5.3% Heat Gain
  • Vacuum on second hit

Kokonoe summons a grappling hook and swings it towards the opponents feet. Hits twice. Second hit vacuums the opponent closer.

j.A
BBCP Kokonoe jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
130, 85, 79 SOJR HA 6 - ~8 - H - Click!
  • 2.1% Heat Gain
  • Only the initial punches are overheads.

Kokonoe does a fury of punches in the air. Similar to Relius's j.A the duration can be extended by holding the A button down.

j.B
BBCP Kokonoe jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
420, 268 SDrOJR HA 10 4(3)4 11 - H - Click!
  • 4.9% Heat Gain

Kokonoe swings her wrench in the air twice.

j.C
BBCP Kokonoe jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800 S(Dr)OR HA 16 3 35 - P - Click!
  • 5.7% Heat Gain
  • Wall bounce on aerial hit
  • Crumples on Counter Hit

Similar to her 5C, Kokonoe summons a mech cannon, firing it resulting in a short range explosion. Halts aerial momentum and can be used as an instant overhead.

j.2C
BBCP Kokonoe j2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 SDrOR HA 17 5 21 - H - Click!
  • Fatal Counter
  • 7.2% Heat Gain
  • Forces knockdown on standing
  • Same Move Proration

Kokonoe summons her hammer and swings it downwards.

Counter Assault
6A+B (While Blocking)
BBCP Kokonoe 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0 R All 13 3 33 -17 B - Click!
  • 180F Heat Gauge cooldown

Has her 5B animation.

Crush Trigger
5A+B
BBCP Kokonoe CT.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 R HL 30-64 1 21 - B - Click!
  • Possible to charge
  • 180F Heat Gauge cooldown
  • Wall bounce on hit
  • Same Move Proration

Kokonoe summons a rocket-propelled baseball bat and swings it at the opponent.


Drive Moves

Notes
  • Total 100 Graviton Gauge points
Summon Graviton
Direction + D
BBCP Kokonoe 5D.png
*Click Image for Enlargement
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - 16 300 32T - - - Click!
  • Consumes 13 points initially (7 points if in Overdrive)
  • Consumes 1 point per 15 frames while on the field
  • Recovers 1 point per 5 frames when not on the field (1 point per 3 frames if in Overdrive)
  • 24f~ can cancel into various moves (Normals, Specials, Jump, and Overdrive)

Kokonoe summons a Graviton onto the field causing the opponent and objects to be vacuumed towards it. Gravitons always spawn at their specific location on the screen no matter where you are located, except for 5D/j.D which always go in-front of Kokonoe's current position.

Activate Graviton
236D, air OK
BBCP Kokonoe 236D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 500 - All 11 - 23T - - - Click!
  • 3.6% Heat Gain
  • Consumes 13 points initially
  • 114f after activation, the Graviton Gauge will return to green
  • Vertical Spin on aerial hit
  • Same Move Proration
  • 17f~ can cancel into various moves (Normals, Specials, Jump, and Overdrive)
Overdrive 750 - All 11 - 23T - - - Click!
  • 5.4% Heat Gain
  • Consumes 6 points initially
  • 114f after activation the Graviton Gauge will return to green
  • Vertical Spin on aerial hit
  • Same Move Proration (Separate from Normal)
  • 17f~ can cancel into various moves (Normals, Specials, Jump, and Overdrive)

Kokonoe activates the Graviton currently on the field causing it to send a burst of energy outwards, pushing the opponent and objects away from it. After activation the Graviton withdraws from the field, and pauses the Graviton Gauge for a short time period.

Retrieve Graviton
214D, air OK
BBCP Kokonoe 214D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - 16 - 32T - - - Click!
  • 60f after withdraw the Graviton Gauge will return to green
  • 24f~ can cancel into various moves (Normals, Specials, Jump, and Overdrive)

Kokonoe withdraws the Graviton currently on the field and the Graviton Gauge gradually starts to recover.


Throws

Forward Throw
5/6B+C
BBCP Kokonoe ForwardThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 0, 1400 SDrRO T 7 3 19 - T - Click!
  • 100% minimum damage
  • 0%, 0%, 10% Heat Gain
  • Wall bounce on hit

Kokonoe grabs the opponent then slams a giant jack hammer bit into them sending them flying.

Back Throw
4B+C
BBCP Kokonoe BackThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 0, 1400 SDrRO T 7 3 19 - T - Click!
  • 100% minimum damage
  • 0%, 0%, 10% Heat Gain

Kokonoe grabs the opponent then slams a giant jack hammer bit into them sending them flying.

Air Throw
j.B+C
BBCP Kokonoe AirThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1400 SDrRO T 7 3 15 - T - Click!
  • 100% minimum damage
  • 0%, 10% Heat Gain
  • Wall bounce on hit

Kokonoe grabs the opponent then slams a giant jack hammer bit into them sending them flying.


Specials

Armament No.2

"Broken Bunker Assault v2.21"
236A/B

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 Hitbox
A 600, 441, 338 R All 15 3 23 -7 B - Click!
  • 9% Heat Gain
  • Bomb explodes within the combo
  • Same Move Proration
B 700, 515, 500 R All 24-31 3 29 -13 B - Click!
  • 12.2% Heat Gain
  • Bomb explodes outside of the combo
  • Same Move Proration (Separate from A version)

Kokonoe summons mech fist, dashes forward doing an uppercut. On hit the fist detaches onto the opponent as a bomb, then follows up with a straight punch that rockets the end of the mech fist forward, sending the opponent flying. After a short period of time the bomb explodes.

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 Hitbox
500, 1673-2000 R All 29 62 12 -5 P - Click!
  • 17.6% Heat Gain
  • Can RC first hit to keep the opponent frozen
  • Same Move Proration

Kokonoe shoots her gun forward spraying an icy mist. On hit it freezes the opponent and Kokonoe automatically switches to a gatling gun to finish them off. Does a lot of chip on block but is punishable if barrier blocked.

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 Hitbox
A 240, 140, 129, 119, 109, 100 - All 31 - 42T - P - Click!
  • 5.9% Heat Gain
B 240, 140, 129, 119, 109, 100 - All 31 - 42T - P - Click!
  • 5.9% Heat Gain
C 240, 140, 129, 119, 109, 100 - All 31 - 42T - P - Click!
  • 5.9% Heat Gain

Kokonoe raises her gun to the sky, shooting a fireball into the air that travels downwards. If a Graviton is summoned then the fireball will gain the ability to bounce off surfaces.

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 Hitbox
A 720 R All 24 6 42T - P - Click!
  • 5% Heat Gain

Kokonoe summons a device to the field. After a short period of time a giant beam forms around the device shocking the opponent.

B 400, 209*5 R All 71 2*6 33T - P - Click!
  • 10.4% Heat Gain

Kokonoe summons a device to the field. When the opponent gets close to it it'll start flashing. After a short period of time a giant beam forms around the device shocking the opponent.

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 Hitbox
- - - - - 33T - - 1-24 All Click!

Kokonoe teleports, traveling about one body distance forward. Will pass through the opponent. If a Graviton is summoned then Kokonoe teleports past its location.


Distortion Drives

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 Hitbox
A 1000, 100, 96, 91, 86, 82, 78, 74, 70, 67, 63, 60, 57 R All 5+5 - 48T -18 P 1-12 All Click!
B 1000, 100, 96, 91, 86, 82, 78, 74, 70, 67, 63, 60, 57 R All 5+8 - 51T -18 P 1-15 All Click!
C 1000, 100, 96, 91, 86, 82, 78, 74, 70, 67, 63, 60, 57 R All 5+11 - 54T -18 P 1-18 All Click!
  • Costs 50% Heat
  • 180F Heat Gauge cooldown

Kokonoe summons a mech cannon and shoots a gigantic fireball upwards into the sky. Primarily a near combo ender.

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 Hitbox
0, 0, 1200 - UNB 53+1 157 263T - P 1-218 All Click!
  • Costs 50% Heat
  • 180F Heat Gauge cooldown

Kokonoe throws her lollipop towards the ground, then uses it as a conduit to form a black hole. A secondary black hole is formed about half screen distance away. The black hole has vacuum like a Graviton. Once the opponent makes contact with it they get sucked in and eventually come falling from the sky. Only the black hole that's farthest from Kokonoe has a hitbox. You can dash and continue the combo as they are falling. If you don't then they hit the floor and take 1200 damage. Great tool to use as oki when you have another trap on the field such as Dengeki Banishing Ray (22B), Totsugeki Broken Bunker (236B), or Ennetsu Flame Cage (214A/B/C). Even though it packs a lot of invul you don't want to do it raw as the opponent can just dash into you, pushing you and getting themselves away from the black hole.

Armament No.8

"Hiten Greed Climb 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 Hitbox
- - - - - - - - - Click!
  • Costs 50% Heat
  • 180F Heat Gauge cooldown

Placeholder

Armament No.00

"Dreadnought Destroyer"
2363214C, 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 Hitbox
3652-7471 (4295 mid-air) - All 5+31+12 - 188T - P 1-5, 36-98 All Click!
  • Costs 100% Heat
  • 180F Heat Gauge cooldown
  • Damage can be increased by holding C and rotating the stick. Can't charge aerial version.

Kokonoe summons a Gigantic Mech Tager that shoots a laser beam forward.

Armament No.01

"Super Dreadnought Exterminator"
2363214C, 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 Hitbox
5510-13110 (5176 mid-air) - All 5+31+12 - 188T - P 1-5, 36-98 All Click!
  • Costs 100% Heat
  • Requires Overdrive to be active
  • Damage can be increased by holding C and rotating the stick. Can't charge aerial version.

Kokonoe summons a Gigantic Golden Mech Tager that shoots a laser beam forward.


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 Hitbox
Death - c.T (?) 4+0 - - - T - Click!
  • Costs 100% Heat
  • 180F Heat Gauge cooldown

Kokonoe grabs the opponent, throws them into a machine, then summons a gigantic meteor to come falling into the ground.

Strategy

Offense

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.

The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.


Defense


Neutral

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only


BlazBlue: Chrono Phantasmae
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc