BBCF/Kokonoe/Frame Data

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Kokonoe


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


System Data

name health prejump backdash forwarddash Unique Movement Options
Kokonoe 10,500 4F 21F (1~5F Inv All) Gravitons

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 3 11 -2 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 600 Mid 11 3 19 -5 B 100 89 Long SJR 3 16 17 17 + GBounce 22 31 + GBounce 11 +0 +2
5C 800 Mid 14 2 23 -6 BP 100 92 Long S(J)R 4 18 19 36 Crumple 58 51 + WBounce 30 7 +0 +5
2A 300 All 7 3 11 -2 F 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 400 Low/Air 10 3(6)3 12 -1 F 90 85 Long SR 2 13 14 14 18 26 9 +0 +1
2C 1080 Mid 19 3 15 +1 F 100 82 Long S(J)R 4 18 Spin Fall 36 33 Spin Fall 44 51 15 +0 +5
6A 660 [770] Mid 13-23 4 21 -8 B 7~(16~26) H 90 89 Long SJR 3 16 17 [Launch] 24 [40] 22 [Launch] 38 [54] 11 [16] +0 +2
6B 500×2 [550×2] High 25~43 2(11)2
[2(15)2]
26 [14] -9 [+5] B 90 [80] 92×2 [94×2] Normal SR 4 [5] 18 [20] 19 [21, Launch] 35 + GBounce
[42 + Down 23, 42 + GBounce]
24 [27, Launch] 50 + GBounce
[58 + Down 23, 58 + GBounce]
12 [13] +0 +5 [+8]
6C 1250 All 22 3 18+7L -9 B 4~24 FT 90 82 Long S(J)R 4 18 Launch 40 Launch 58 15 +0 +5
3C 460×2 Low, Mid 14 3(6)3 15 -1 F 90 89×2 Long SR 3 16 10, Launch 34 15, Launch 48 + Down 6/+7, 11 +7, +0 +9, +2
j.A 220, 110×5 High/Air 7 3×6 12 H 80 80 Normal SJR 1 11 12 12 16 23 5 +0 +0
j.B 500×2 High/Air 10 4 (3) 4 11 H 80 89×2 Long SJR 3 16 17 19 22 33 11 +0 +2
j.C 750 All 13 3 27 HP 80 89 Long SR 3 16 17 40 + WBounce Crumple 54 54 7 +0 +2
j.2C 1000 High/Air 17 4 17+9L H 90 82 Normal SR 4 18 Launch 30 + GBounce Launch 48 + GBounce + WBounce 30 15 +0 +5


Drive Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
xD Summon Gravitron 32 [29]
214D Retrieve Gravitron 32 [27]
236D Activate Gravitron 600 [900] 14 2 Total 23 100 92 4 19 60 24 75 0 +10 [+15] +15 [+20]


Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Forward Throw 0×2, 1500 Throw(70) 7 3 23 T 100 50 Normal SR 0×2, 5 Launch 90 + WBounce 0, 25 +0
4BC Back Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SR 0, 5 Launch 90 + WBounce 0, 25 +0
j.BC Air Throw 0, 1500 Throw(120) 7 3 23+3L T 100 50 Normal SR 0, 5 100 + WBounce 0, 25 +0
6AB Counter Assault 0 All 15 3 33 -17 T 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5AB Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 100 60 Normal R 24 Launch 60 + WBounce 60 + Slide 15 Launch 74 + WBounce 60 + WStick 35 + Slide 15 11 +0 +2
5[AB] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 24 Launch 60 + WBounce 60 + Slide 15 Launch 74 + WBounce 60 + WStick 35 + Slide 15 11 +0 +2


Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
214X Armanent No.4 (Alpha) "Flame Cage v1.43" 27 Total: 42
j.214X Armanent No.4 (Alpha) "Flame Cage v1.43" 27 Total: 47+5L
214X Attack Flame Cage Attack 360×4 All P1 80 75 Normal 2 13 14 24 18 36 0/+4 +4 +5
214X Reflected Attack Reflected Flame Cage 750 All P1 80 75 Normal 4 18 Launch 60 + WBounce 60 Launch 75 + WBounce 60 0/+15 +15 +15
236A Armament No.2 "Broken Bunker Assault v2.21" 600×3 All 17~28 3 22 -6 B×2, P1 100 94, 94, 70 Long R 4 18 Crumple 29, Launch×2 36, 60 + WBounce, 35 Crumple 39, Launch×2 51, 75 + WBounce, 50 12×2, 0/+12 +0×2, +12 +5×2, +17
236[A] Armament No.2 "Broken Bunker Assault v2.21" 600 All 17~28 3 22 -6 B 100 92 Long R 4 18 Stagger 29 36 Crumple 39 51 12 +0 +5
236[A] Delayed Attack Broken Bunker Delayed Hit 600 All 192 1 P1* 100 70 Normal 4 18 Launch 35 Launch 50 0/+12 +12 +17
22A A Armanent No.5 "Banishing Rays v3.10" 860 All 24 6 Total: 42 +2 P1* 80 85 Normal R 2 13 Launch 40 Launch 52 0/+7 +7 +27
22B B Armanent No.5 "Banishing Rays v3.10" Total: 33
22B Detonate Banishing Rays Detonate 450×6 All 22 2×6 P1* 80 85 Normal 2 13 Launch 40 Launch 52 0/+7 +7 +27
236C Armanent No.3 "Absolute Zero v4.32" 600 All 26 3,2×31 12 P 100 89 Long R 3 16 17 17 22 31 2 +0 +2
236C Followup Attack Absolute Zero Followup Attack 0, 80×?? 43 3,X{(2)X}×?? 21 P1 100 98×?? R 3 17, Launch×?? 17, 50 + WBounce + Slide 39×?? 0 +0 +2
236B Armanent No.9 "Aerial Powerdrive Solid Wheel v3.37" 300×14 All 19 6×13,3 12 H 90 82 Long R 4 18 Launch 36 Launch 51 5 +0 +5
22C Armanent No.6 "Planar Haze v1.24" 33 5~24 All


Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
214214A A Armanent No.4 (Beta) "Pyro: Flaming Belobog v2.73" 1250 All 5+(40 Flash)+5 3 36 -18 B 1~12 All 60 94 Very Short R 5 20 Launch 90 Launch 106 13 +0 +8
214214B B Armanent No.4 (Beta) "Pyro: Flaming Belobog v2.73" 1250 All 5+(40 Flash)+8 3 36 -18 B 1~15 All 60 94 Very Short R 5 20 Launch 90 Launch 106 13 +0 +8
214214C C Armanent No.4 (Beta) "Pyro: Flaming Belobog v2.73" 1250 All 5+(40 Flash)+11 3 36 -18 B 1~18 All 60 94 Very Short R 5 20 Launch 90 Launch 106 13 +0 +8
j.214214X Air Armanent No.4 (Beta) "Pyro: Flaming Belobog v2.73" 1250 All 5+(40 Flash)+5 3 24+5L H 1~12 All 60 94 Very Short R 5 20 Launch 90 Launch 106 13 +0 +8
214214X Attack Flaming Belobog 360×12 [360×18] All P2* 60 89 Normal 3 16 Launch 36 Launch 50 0/+3 +3 +5
214214X Reflected Attack Reflected Flaming Belobog 1500 [2000] All P2* 80 60 Normal 5 20 Launch 90 + WBounce 60 Launch 106 + WBounce 60 0/+15 +15 +15
236C Super Followup Attack Armanent No.8 "Crime of Greed v1.00" 500, 100×5
[500, 100×2, 500]
13 15, 3×5 Total: 72 100 92 R 4 Launch 45 [50] Launch 60 [65] 0/+1 +1 +6
632146D Armanent No.7 "Jamming Dark v1.65" 0, 1200 [0, 1800] Unblockable 52+(56 Flash)+1 PT 100 100 Long 0 Launch 100 Launch 100 0 +0 +0
64641236C Armanent No.00 "Dreadnought Destroyer" See notes All 5+(60 Flash)+??+(30 Flash)+12 -63 P2* 1~5 All, See notes 100 94 Long 5 20 Launch 100 + WBounce 50 + WStick 50 + Down 23 Launch 116 + WBounce 50 + WStick 50 + Down 23 0 +0 +8
64641236C OD Armament No.01 "Super Dreadnought Exterminator" see notes All 5+(60 Flash)+??+(30 Flash)+12 -63 P2* 1~5 All, See notes 100 94 Long 5 20 Launch 100 + WBounce 50 + WStick 50 + Down 23 Launch 116 + WBounce 50 + WStick 50 + Down 23 0 +0 +8


Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
ABCD Armament No. 11 "Full Metal Heavy Weapon v2.05" 600, 60×29, 600
{600, 60×71, 1000}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
100 100 Long 26 Launch 100 + WBounce + Down 23 Launch 100 + WBounce + Down 23 20 20, 1×29 [×71], 8 +0


Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
720D Armanent No.99 the "Match Destroyer: Ultimate Impact" 37100 Throw(90) 10+(55 Flash)+0 12 18 T 1~21 Burst Long 0


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCP Kokonoe 5A.pngGuard:
All
Startup:
6
Recovery:
11
Advantage:
-2
[3]
5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special, Super
5BBBCP Kokonoe 5B.pngGuard:
Mid
Startup:
11
Recovery:
19
Advantage:
-5
[2*]
6A 2B 5C, 2C, 6C Yes Jump, Special, Super
5CBBCP Kokonoe 5C.pngGuard:
Mid
Startup:
14
Recovery:
23
Advantage:
-6
[1]
- - 2C, 6C, 3C Yes Jump[-], Special, Super
2ABBCP Kokonoe 2A.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-2
[3]
5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Special, Super
2BBBCP Kokonoe 2B.pngGuard:
Low/Air
Startup:
10
Recovery:
12
Advantage:
-1
[2*]
6A 5B 5C, 2C, 6C, 3C Yes Special, Super
2CBBCP Kokonoe 2C.pngGuard:
Mid
Startup:
19
Recovery:
15
Advantage:
+1
[1]
- - 5C, 6C, 3C Yes Jump[-], Special, Super
6ABBCP Kokonoe 6A.pngGuard:
Mid
Startup:
13-23
Recovery:
21
Advantage:
-8
[1]
- 5B, 2B 5C, 6C Yes Jump, Special, Super
6BBBCP Kokonoe 6B.pngGuard:
High
Startup:
25~43
Recovery:
26 [14]
Advantage:
-9 [+5]
- - 5C, 2C, 6C, 3C Yes Special, Super
6CBBCP Kokonoe 6C.pngGuard:
All
Startup:
22
Recovery:
18+7L
Advantage:
-9
- - j.2C Yes Jump, Special, Super
3CBBCP Kokonoe 3C.pngGuard:
Low, Mid
Startup:
14
Recovery:
15
Advantage:
-1
- - - Yes Special, Super
Air Revolver Action Table
A B C D Cancels
j.ABBCP Kokonoe jA.pngGuard:
High/Air
Startup:
7
Recovery:
12
Advantage:
-
- j.B j.C, j.2C Yes Throw, Jump, Special, Super
j.BBBCP Kokonoe jB.pngGuard:
High/Air
Startup:
10
Recovery:
11
Advantage:
-
j.A - j.C, j.2C Yes Jump, Special, Super
j.CBBCP Kokonoe jC.pngGuard:
All
Startup:
13
Recovery:
27
Advantage:
-
- - j.2C Yes Special, Super
j.2CBBCP Kokonoe j2C.pngGuard:
High/Air
Startup:
17
Recovery:
17+9L
Advantage:
-
- - - Yes Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
  • 5B and 2B are tied together - they can be used a combined total of 2 times per string

External References

Navigation

Kokonoe
Ambox notice.png To edit frame data, edit values in BBCF/Kokonoe/Data.

System Explanations

Essentials
HUDControls
The Basics
Movement/CancelingOffenseDefenseGaugesAttack Attributes
Detailed & Advanced Information
Damage/ComboFrame Data & System DataMiscFAQ
Archived Information
Patch Notes

Mechanics Glossary