BBCF/Kokonoe/Frame Data

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System Data[edit]

Health:10,500
Prejump:4F
Backdash:21F (1~5F Inv All)
Unique Movements:Gravitrons


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCP Kokonoe 5A.png 300 All 6 3 11 -2 B - CSJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCP Kokonoe 5B.png 600 Mid 11 3 19 -5 B - SJR 100 89 Long 3 16 17 17 + GBounce 22 31 + GBounce 11 +0 +2 Click!
5CBBCP Kokonoe 5C.png 800 Mid 14 2 23 -6 BP - S(J)R 100 92 Long 4 18 19 36 Crumple 58 51 + WBounce 30 7 +0 +5 Click!
2ABBCP Kokonoe 2A.png 300 All 7 3 11 -2 F - CSR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCP Kokonoe 2B.png 400 Low/Air 10 3(6)3 12 -1 F - SR 90 85 Long 2 13 14 14 18 26 9 +0 +1 Click!
2CBBCP Kokonoe 2C.png 1080 Mid 19 3 15 +1 F - S(J)R 100 82 Long 4 18 Spin Fall 36 33 Spin Fall 44 51 15 +0 +5 Click!
6ABBCP Kokonoe 6A.png 660 [770] Mid 13-23 4 21 -8 B 7~(16~26) H SJR 90 89 Long 3 16 17 [Launch] 24 [40] 22 [Launch] 38 [54] 11 [16] +0 +2 Click!
  • Invincibility lasts until end of active frames
  • Values in [] are at Max charge
6BBBCP Kokonoe 6B.png 500*2 [550*2] High 25~43 2(11)2
[2(15)2]
26 [14] -9 [+5] B - SR 90 [80] 92 [94] Normal 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] Click!
  • Values in [] are at Max charge
6CBBCP Kokonoe 6C.png 1250 All 22 3 18+7L -9 B 4~24 FT S(J)R 90 82 Long 4 18 Launch 40 Launch 58 15 +0 +5 Click!
  • Fatal Counter
3CBBCP Kokonoe 3C.png 460*2 Low, Mid 14 3(6)3 15 -1 F - SR 90 89 Long 3 16 10, Launch 34 15, Launch 48 + Down 6/+7, 11 +7, +0 +9, +2 Click!
j.ABBCP Kokonoe jA.png 220, 110*5 High/Air 7 3*6 12 - H - SJR 80 80 Normal 1 11 12 12 16 23 5 +0 +0 Click!
  • First hit to hit the opponent will have base damage 220, remaining hits 110
j.BBBCP Kokonoe jB.png 500*2 High/Air 10 4 (3) 4 11 - H - SJR 80 89 Long 3 16 17 19 22 33 11 +0 +2 Click!
j.CBBCP Kokonoe jC.png 750 All 13 3 27 - HP - SR 80 89 Long 3 16 17 40 + WBounce Crumple 54 54 7 +0 +2 Click!
j.2CBBCP Kokonoe j2C.png 1000 High/Air 17 4 17+9L - H - SR 90 82 Normal 4 18 Launch 30 + GBounce Launch 48 + GBounce + WBounce 30 15 +0 +5 Click!
  • Fatal Counter

Drive Moves[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Summon GravitronBBCP Kokonoe 214D.png
D
- - - - 32 [29] - - - - - - - - - - - - - - - - Click!
  • Gravitron appears on 15
Retrieve GravitronBBCP Kokonoe 214D.png
214D (air OK)
- - - - 32 [27] - - - - - - - - - - - - - - - - Click!
Activate GravitronBBCP Kokonoe 236D.png
236D (air OK)
600 [900] - 14 - Total 23 - - - - 100 92 - 4 - 19 60 24 75 0 +10 [+15] +15 [+20] Click!
  • Values in [] are during OD
  • Only attacks when opponent is in hitstun

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Forward ThrowBBCP Kokonoe ForwardThrow.png 0*2, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0*2, 5 - Launch 90 + WBounce - - - 0, 25 +0 Click!
  • Minimum Damage 100%
Back ThrowBBCP Kokonoe BackThrow.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 5 - Launch 90 + WBounce - - - 0, 25 +0 Click!
  • Minimum Damage 100%
Air ThrowBBCP Kokonoe AirThrow.png 0, 1500 Throw(120) 7 3 23+3L - T - SR 100 50 Normal 0, 5 - - 100 + WBounce - - - 0, 25 +0 Click!
  • Minimum Damage 100%
Counter AssaultBBCP Kokonoe 5B.png 0 All 15 3 33 -17 T 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCP Kokonoe CT.png
Uncharged/Charged
1000 Guard Break 32/Barrier 20 1 25 0 B - R 100 60 Normal - 24 Launch 60 + WBounce 60 + Slide 15 Launch 74 + WBounce 60 + WStick 35 + Slide 15 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Launch 60 + WBounce 60 + Slide 15 Launch 74 + WBounce 60 + WStick 35 + Slide 15 11 +0 +2 Click!

Specials[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Armanent No.4 (Alpha) "Flame Cage v1.43"BBCP Kokonoe 214A.png
214A/B/C (air OK)
- - 27 - Total: 42 - - - - - - - - - - - - - - - - Click!
- - 27 - Total: 47+5L - - - - - - - - - - - - - - - - Click!
Flame Cage AttackBBCP Kokonoe 214A.png 360*4 All - - - - P1 - - 80 75 (Once) Normal 2 13 14 24 - 36 0/+4 +4 +5 Click!
Reflected Flame CageBBCP Kokonoe 214A.png 750 All - - - - P1 - - 80 75 Normal 4 18 Launch 60 + WBounce 60 Launch 75 + WBounce 60 0/+15 +15 +15 Click!
Armament No.2 "Broken Bunker Assault v2.21"BBCP Kokonoe 236A.png
BBCP Kokonoe 236A 2.png

236A
600*3 All 17~28 3 21 -5 B*2, P1 - R 100 94, 94, 70 Long 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 Click!
Armament No.2 "Broken Bunker Assault v2.21"BBCP Kokonoe 236A.png
236[A]
600 All 17-28 3 21 -5 B - R 100 92 Long 4 18 Stagger 29 36 Crumple 39 51 12 +0 +5 Click!
Broken Bunker Delayed Hit 600 All 192 1 - - P1* - - 100 70 Normal 4 18 Launch 35 Launch+airCH=50 - 0/+12 +12 +17 Click!
Armanent No.5 "Banishing Rays v3.10" ABBCP Kokonoe 22A.png
22A
860 All 24 6 Total: 42 - P1* - R 80 85 Normal 2 13 Launch 40 Launch 52 0/+7 +7 +27 Click!
Armanent No.5 "Banishing Rays v3.10" BBBCP Kokonoe 22A.png
22B
- - - - Total: 33 - - - - - - - - - - - - - - - - Click!
  • Lightning Rod is planted on 36
Banishing Rays DetonateBBCP Kokonoe 22A 2.png 450*6 All 22 2*6 - - P1* - - 80 85 Normal 2 13 Launch 40 Launch 52 0/+7 +7 +27 Click!
Armanent No.3 "Absolute Zero v4.32"BBCP Kokonoe 236C.png
236C
600 All 26 3,2*31 12 - P - R 100 89 Long 3 16 17 17 22 31 2 +0 +2 Click!
  • Freezes for 120. Freeze Count 5
  • Does N hits on block. Chip damage 10%
  • On hit immediately goes into Additional Attack
Absolute Zero Additional AttackBBCP Kokonoe 236C 2.png 0, 80*?? - 43 3,X{(2)X}*?? 21 - P1 - R 100 98 - 3 - 17, Launch*?? 17, 50 + WBounce * Slide 39*?? - - 0 +0 +2 Click!
  • Startup listed is based on time between opponent getting hit and first bullet appearing
  • On hit and with 50 Heat, immediately goes into followup Crime of Greed
Armanent No.9 "Aerial Powerdrive Solid Wheel v3.37"BBCF Kokonoe SolidWheel.png
236B (air OK)
300*14 All 19 6*13,3 12 - H - R 90 82 Long 4 18 Launch 36 Launch 51 5 +0 +5 Click!
Armanent No.6 "Planar Haze v1.24"BBCP Kokonoe 22C.png
22C
- - - - 33 - - 5~24 All - - - - - - - - - - - - - Click!

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
A Armanent No.4 (Beta) "Pyro: Flaming Belobog v2.73"BBCP Kokonoe 214214A.png
214214A
1250 All 5+(40 Flash)+5 3 33 -15 B 1~12 All R 60 94 Very Short 5 20 Launch 90 Launch 106 13 +0 +8 Click!
  • Values in [] are during OD
  • Minimum Damage 15% [20%]: 187 [250]
B Armanent No.4 (Beta) "Pyro: Flaming Belobog v2.73"BBCP Kokonoe 214214A.png
214214B
1250 All 5+(40 Flash)+8 3 33 -15 B 1~15 All R 60 94 Very Short 5 20 Launch 90 Launch 106 13 +0 +8 Click!
  • Values in [] are during OD
  • Minimum Damage 15% [20%]: 187 [250]
C Armanent No.4 (Beta) "Pyro: Flaming Belobog v2.73"BBCP Kokonoe 214214A.png
214214C
1250 All 5+(40 Flash)+11 3 33 -15 B 1~18 All R 60 94 Very Short 5 20 Launch 90 Launch 106 13 +0 +8 Click!
  • Values in [] are during OD
  • Minimum Damage 15% [20%]: 187 [250]
Air Armanent No.4 (Beta) "Pyro: Flaming Belobog v2.73"BBCP Kokonoe 214214A.png
j.214214A/B/C
1250 All 5+(40 Flash)+5 3 24+5L - H 1~12 All R 60 94 Very Short 5 20 Launch 90 Launch 106 13 +0 +8 Click!
  • Values in [] are during OD
  • Minimum Damage 15% [20%]: 187 [250]
Flaming BelobogBBCP Kokonoe 214214A.png 360*12 [360*18] All - - - - P2* - - 60 89 Normal 3 16 Launch 36 Launch 50 0/+3 +3 +5 Click!
  • Values in [] are during OD
  • Minimum Damage 15%: 648 [972]
Reflected Flaming Belobog 1500 [2000] All - - - - P2* - - 80 60 Normal 5 20 Launch 90 + WBounce 60 Launch 106 + WBounce 60 0/+15 +15 +15 Click!
  • Values in [] are during OD
  • Minimum Damage 15%: 225 [300]
Armanent No.8 "Crime of Greed v1.00"BBCP Kokonoe 236C 3.png 500, 100*5
[500, 100*2, 500]
- 13 15, 3*5 Total: 72 - - 1~1 All R 100 92 - 4 - Launch 45 [50] Launch 60 [65] 0/+1 +1 +6 Click!
  • Values in [] are during OD
  • Minimum Damage 100%: 1000 [1200]
Armanent No.7 "Jamming Dar v1.65"BBCP Kokonoe 632146D.png
632146D
0, 1200 [0, 1800] Unblockable 52+(56 Flash)+1 - - - - - - 100 100 Long 0 - Launch 100 Launch 100 0 +0 +0 Click!
  • Values in [] are during OD
  • Normal Black hole will appear offscreen if done too close to corner. OD version will appear in corner.
  • Minimum Damage 100%: 1200 [1800]
Armanent No.00 "Dreadnought Destroyer"BBCP Kokonoe 2363214C.png
64641236C (air OK)
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 Click!
  • Also fully invincible from second superflash until Laser disappears
  • Hold button for up to 58 hits
  • Spin stick while holding button for max duration for additional hits
  • Base Damage depends on number of hits. 1st-19th: 300. 20th-39th: 260. 40th-59th: 220. 60th-79th: 180. 80th-99th: 140. 100th+: 100
  • 1st-59th hit have Minimum Damage 5%
  • 60th hit onwards have Minimum Damage 20%
Armanent No.01 "Super Dreadnought Exterminator"BBCP Kokonoe OD 2363214C.png
During OD 64641236C (air OK)
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 Click!
  • Also fully invincible from second superflash until Laser disappears
  • Hold button for up to 58 hits
  • Spin stick while holding button for max duration for additional hits
  • Base Damage depends on number of hits. 1st-19th: 300. 20th-39th: 260. 40th-59th: 220. 60th+: 180
  • 1st-59th hit have Minimum Damage 5%
  • 60th hit onward have Minimum Damage 20%

Exceed Accel[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Armament No. 11 "Full Metal Heavy Weapon v2.05"BBCF Kokonoe FullMetalHeavyWeapon.png
ABCD during OD
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 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 294 {586+16}

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Armanent No.99 the "Match Destroyer: Ultimate Impact"200x200px
720D
37100 Throw(90) 10+(55 Flash)+0 12 18 - T 1~22 All - - - Long - - - - - - - 0 - Click!

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Jump, Special
5B[1] 6A 2B 5C, 2C, 6C Yes Jump, Special
5C[1] - - 2C, 6C, 3C Yes Jump[-], Special
2A[3] 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C Yes Throw, Special
2B[1] 6A 5B 5C, 2C, 6C, 3C Yes Special
2C[1] - - 5C, 6C, 3C Yes Jump[-], Special
6A - 5B, 2B 5C, 6C Yes Jump, Special
6B - - 5C, 2C, 6C, 3C Yes Special
6C - - j.2C Yes Jump, Special
3C - - - Yes Special
Air Revolver Action Table
A B C D Cancels
j.A - j.B j.C, j.2C Yes Throw, Jump, Special
j.B j.A - j.C, j.2C Yes Jump, Special
j.C - - j.2C Yes Special
j.2C - - - Yes Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation[edit]

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