BBCP/Kokonoe

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Kokonoe
BBCP Kokonoe Portrait.png

Health: 10,500

Combo Rate: 65%

Jump Startup: 4

Backdash Time: 25

Backdash Invincibility: 1~7

Movement Options
Gravitrons, Double Jump, 1 Airdash, Dash type: Run
Play-style
Offensive, Traps
Full Frame Data
BBCP/Kokonoe/Frame Data

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.

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 When a Graviton is summoned it'll gradually drain Kokonoe's Graviton Gauge until it's withdrawn from the field by either running out of Graviton Gauge, Activating (236D), Withdrawing (214D), or staying on the field for a specific duration.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
  • Low health.


External References:


Move List

Normal Moves

5A

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

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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800 SDrOJR HL 14 2 20 -6 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

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

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

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

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

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

6B

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 430, 244 SDrOR HB 25 2(11)2 21 -6 B - Click!
Charge 500, 300 SDrOR HB 41-43 2(15)2 14 +5 B - Click!
  • 4.8% Heat Gain, charged 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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1250 SDrOJR All 22 3 30 -15 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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
450, 288 (S)DrOR LB 14 3(6)3 15 -4 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

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

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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800 S(Dr)OR All 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.

j.2C

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.


Drive Moves

Notes
  • Total 100 Graviton Gauge points

Summon Graviton

Direction + D

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

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 500 - All 11 - 23T - - - Click!
Overdrive 750 - All 11 - 23T - - - Click!

n

  • 3.6% Heat Gain, during OD 5.4% Heat Gain
  • Consumes 13 points initiall, 6 during OD
  • 114f after activation the Graviton Gauge will return to green
  • Vertical Spin on aerial hit
  • Same Move Proration (Normal and OD are separate versions)
  • 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

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.


Universal Mechanics

Forward Throw

5/6B+C

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

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

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.

Counter Assault

6A+B (While Blocking)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0 R All 13 3 33 -12 B - Click!
  • 180F Heat Gauge cooldown

Has her 5B animation.

Crush Trigger

5A+B

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.


Specials

Armament No.2 "Broken Bunker Assault v2.21"

236A/B

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
A 600, 441, 338 R All 15 3 23 -8 B - Click!
B 700, 515, 500 R All 24-31 3 29 -14 B - Click!
  • A version 9.9% Heat Gain, B version 12.2% Heat Gain
  • A version Bomb explodes within the combo
  • B version Bomb explodes outside of the combo
  • Same Move Proration (A and B versions are separate)

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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500, 1673-2000 R All 29 62 12 -8 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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
A 240, 140, 129, 119, 109, 100 - All 31 - 42T - P - Click!
B 240, 140, 129, 119, 109, 100 - All 31 - 42T - P - Click!
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

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
A 720 R All 24 6 42T - P - Click!
B 400, 209*5 R All 71 2*6 33T - P - Click!
  • A version 5% Heat Gain, B version 10.4% Heat Gain

Kokonoe summons a device to the field.

A version detonates after a short period of time a giant beam forms around the device shocking the opponent.

B version detonates When the opponent gets close to it. After a short period of time a giant beam forms around the device shocking the opponent.

Armament No.6 "Planar Haze v1.24"

22C

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

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

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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 - - - - - - - - Click!
  • Costs 50% Heat
  • 180F Heat Gauge cooldown

Automatic followup to 236C if the bullets hit, completely unscaled damage.

Armament No.00 "Dreadnought Destroyer"

2363214C, air OK

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

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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
DESTROY - 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

Navigation

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Click [*] for character's frame data
System Explanations

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