BBCPE/Kokonoe

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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 Yuki Terumi.
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
Drive: Graviton

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 When a Graviton is summoned it'll gradually drain Kokonoe's Graviton Gauge until it's withdrawn from the field by either running out of Graviton Gauge, Activating (236D), Withdrawing (214D), or staying on the field for a specific duration.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.
In Chrono Phantasma Extend, the Graviton gauge is replaced with a Graviton Stock, with up to 9 being stored at a time. The stocks decrease by one each time a Graviton is summoned or activated, and slowly restores at a rate of one Graviton every 300 frames. This timer is paused while a Graviton is on the field or there is hitstop in effect, and the timer resets each time a Graviton is deployed.
Overdrive: Graviton Rage
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
Cons
  • 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.
  • Lack of a good meterless defensive option.
  • Very space dependent to set up traps.
  • Slower-than-average normal attacks
  • Low health.


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive
Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSDrOJR All 6 3 11 -2 B -
  • Fastest normal, less than optimal poke.
  • Can be low-profiled.

Kokonoe's fastest normal at 6 frames. Can be used to continue a combo after 3C on certain characters before they perform a ground tech.

5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SDrOJR HL 11 3 19 -5 B -
  • Moves you slightly forward on startup.

A fair normal that closes the distance between you and your opponent. It's relatively unsafe on block (so much for a helmet), but the forward movement helps keep up blockstring pressure and makes certain follow-ups easier to land.

5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SDrOJR HL 14 2 20 -6 P -
  • Move counts as a projectile.
  • On air hit, will launch opponents across the screen.
  • Causes wallbounce in the corner.

Kokonoe summons a... Thing to launch compressed air at the opponent. It has okay range, but is primarily used as combo filler, especially in the corner. If the opponent cannot tech beforehand, an air hit will launch them backwards a fair distance, or directly into a wallbounce if they are close enough to the corner.

2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSDrOR LA 7 4 11 -3 F -

Only one frame slower than her 5A, 2A has better range and is usually the better option when you have a bit of distance from your opponent.

2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400, 244 SDrOR LB 10 3(6)3 12 -1 F -
  • Hits twice.

Kokonoe's multi-hit low, its acceptable frame advantage makes it worth putting in blockstrings, though you'll rarely see it in her more damaging combos.

2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1080 SDrO(J)R HL 18 3 13 +3 F -
  • Fatal on Counter Hit.

With good reach and fair frame advantage, this is a good move to close out blockstrings or to set a trap after. Its high knockback means you'll need to reapproach your opponent. With proper spacing, this can act as a pseudo-frame trap to punish mashers with bad spacing.

6A

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 540 SDrOJR HL 11 4 18 -5 B -
Charge 650 SDrOJR HL 21-23 4 18 -3 B -
  • Has no head invulnerability.
  • Will whiff on crouching opponents.

Kokonoe's main anti-air. Though it doesn't have head invulnerability, its decent range means it can outreach a fair amount of air-to-ground moves. Since it is a mostly vertical hitbox, however, good positioning and a solid read on an incoming opponent is needed to effectively use it.

6B

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 430, 244 SDrOR HB 25 2(11)2 21 -6 B -
Charge 500, 300 SDrOR HB 41-43 2(15)2 14 +5 B -
  • Overhead hits twice.
  • Forces crouching state.
  • Full charge causes a ground bounce.

Kokonoe's only grounded overhead, its immense start up means you only see it used during/after a trap setup, or on an opponent with an irrationally high level of conditioned respect to your blockstrings. The second hit forces opponents into a crouching state; if fully charged, the opponent will bounce off of the ground and be considered airborne.

6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1250 SDrOJR All 22 3 30 -15 B -
  • Fatal on Counter Hit.
  • Kokonoe is considered airborne during this move.
  • Launches opponents into the air.

A heavy hitter seen almost exclusively in combos. Its slow startup makes this a bad move to throw out carelessly, and though it has a wide hitbox, the opponent can easily react to it and either block, counter hit, or avoid it entirely.

3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450, 288 (S)DrOR LB 14 3(6)3 15 -4 F -
  • Has a dead zone approximately one character space in front of her.
  • Only the first hit is a low.
  • Opponent is considered airborne on the second hit.

Kokonoe uses a retractable claw to yank the opponent off of their feet. Though the deadzone is rarely an issue during a standard blockstring or combo, be careful throwing out this move with improper spacing, and be aware of any active Gravitons that may pull the opponent into the deadzone.

j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
130, 85, 79 SOJR HA 6 - ~8 - H -

This won't beat other air-to-air options, but it is good for catching the opponent before they can throw out a move. Can occasionally be used as a jump-in, especially against larger characters.

j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
420, 268 SDrOJR HA 10 4(3)4 11 - H -
  • Hits twice.

Not a very good air-to-air, all things considered, but the second hit can catch some blocking opponents off-guard.

j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 S(Dr)OR All 16 3 35 - P -
  • Cancels air momentum.
  • On air hit, launches opponents across the screen.
  • Counts as a projectile.

You'll normally be seeing this as combo filler and confirming as it is not much better than her other air options. This does cause her aerial momentum to stop, so it can be used to dodge some anti-air attempts or maintain spacing. Unless the opponent can tech beforehand, an air-to-air hit will cause a wallbounce even at midscreen.

j.2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 SDrOR HA 17 5 21 - H -
  • Fatal on Counter Hit.
  • Cancels air momentum.

Like 2C and 6C, the drill has a large hitbox, but has significantly better startup. Because it cancels momentum, it can bait and effectively punish anti-airs, and is considered one of her better air-to-ground options. It can also be used as a makeshift cross-up.


Drive Moves

Notes
  • Total 9 Graviton Stocks

Summon Graviton

Direction + D, air OK

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - 16 300 32T - - -
  • Summons a Graviton in the desired location, pulling opponents towards it.
  • Consumes one Graviton stock.
  • Remains active for 240 frames.
  • Will replace existing Gravitons.

The location in which the Graviton is summoned depends on the direction held and the respective visible screen area. If there is no directional input, Kokonoe summons the Graviton directly in front of her.

Activate Graviton

236D, air OK

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 500 - All 11 - 23T - - -
Overdrive 750 - All 11 - 23T - - -
  • Activates the placed Graviton, quickly pushing the opponent away or striking them.
  • Consumes one Graviton Stock.

Primarily used as a means of controlling space, as it forces the opponent away from the Graviton at a high speed.
In CPEX, this move only strikes the opponent if they are in hitstun, and as such, cannot be used as a starter.

Retrieve Graviton

214D, air OK

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - 16 - 32T - - -
  • Disables the Graviton on the field.
  • Does not consume a Graviton Stock.

When this move is used, the cooldown until another Graviton Stock is added is reduced by 120 frames, meaning that it is partially refunded. This does not affect stock regeneration past the first time.


Universal Mechanics

Forward Throw

5/6B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 0, 1400 SDrRO T 7 3 19 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Back Throw

4B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 0, 1400 SDrRO T 7 3 19 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw

j.B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 SDrRO T 7 3 15 - T -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Counter Assault

6A+B (While Blocking)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 13 3 33 -12 B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Crush Trigger

5A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R HL 30-64 1 21 - B -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Specials

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

236A/B

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A 600, 441, 338 R All 15 3 23 -8 B -
B 700, 515, 500 R All 24-31 3 29 -14 B -
  • NOT a command grab; can be blocked.
  • Follow-up only occurs on hit.

Kokonoe dashes towards her opponents and catches them in an iron grip, before sending them off with an explosive payload. The A version is faster overall, but the B version covers about 3/4 of the screen length, which makes it better for long-distance confirms. The A version's explosive payload detonates immediately on a wallbounce, whereas the B version explodes after a delay.

Armament No.3 "Absolute Zero v4.32"

236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500, 1673-2000 R All 29 62 12 -8 P -
  • Ice beam hits multiple times on block, only once on hit.
  • Follow-up only occurs on hit.
  • Unless Rapid-Canceled, if 50 Heat is available, will execute Armament No. 8.

One of Kokonoe's combo enders. Rapid canceling the freeze on hit allows for a Graviton/Trap setup, otherwise it has no follow-up. Be considerate when using this move with 50 Heat available, as it might be better spent on a RC freeze okizemi instead of the additional damage.

Armament No.4α "Flame Cage v1.43"

214A/B/C, air OK

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A 240, 140, 129, 119, 109, 100 - All 31 - 42T - P -
B 240, 140, 129, 119, 109, 100 - All 31 - 42T - P -
C 240, 140, 129, 119, 109, 100 - All 31 - 42T - P -
  • Trajectories are affected by Graviton.

Kokonoe shoots a fireball upwards, then curves downwards in one of three possible paths:

  • A Version has it land in front of Kokonoe.
  • B Version has it land about 1/2 of a screen length.
  • C Version has it land almost an entire screen length away.

It is mainly used as part of an okizemi setup and as fancy combo filler. If a Graviton is present on the field, it will be instantly drawn to its center, and shot away if the Graviton is activated.

Armament No.5 "Banishing Rays v3.10"

22A/B

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
A 720 R All 24 6 42T - P -
B 400, 209×5 R All 71 2×6 33T - P -
  • Counts as a multi-projectile.
  • Only one can be deployed at a time.

Kokonoe's primary trap, it sees its use in both combos and, more frequently, in okizemi setups. The A Version strikes immediately, whereas the B Version, after a slight delay, triggers by the opponents proximity, or after a set amount of time passes.

Armament No.6 "Planar Haze v1.24"

22C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 33T - - 1-24 All
  • Invulnerable to everything.
  • Cannot cross-up in the corner.
  • Will prioritize Graviton position.

Kokonoe teleports about two character lengths forwards or, if a Graviton is present, directly to one. Though it's dangerous to throw out as it can be easily punished, its frame 1 invincibility means it can be used to dodge a particularly undesirable okizemi setup, but only if the opponent has no means of punishing it. Can also be used to dodge certain high-commitment moves and, with the help of a Graviton, for fast movement.


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
A 1000, 100, 96, 91, 86, 82, 78, 74, 70, 67, 63, 60, 57 R All 5+5 - 48T -18 P 1-12 All
B 1000, 100, 96, 91, 86, 82, 78, 74, 70, 67, 63, 60, 57 R All 5+8 - 51T -18 P 1-15 All
C 1000, 100, 96, 91, 86, 82, 78, 74, 70, 67, 63, 60, 57 R All 5+11 - 54T -18 P 1-18 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Armament No.7 "Jamming Dark v1.65"

632146D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 0, 1200 - UNB 53+1 157 263T - P 1-218 All
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Armament No.8 "Hiten Greed Climb v1.00"

Automatic after 236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Armament No.00 "Dreadnought Destroyer"

64641236C, air OK

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
3220-6766 (3782 mid-air) - All 5+31+12 - 188T - P 1-5, 36-98 All
  • Can be charged up.
  • Costs 100 Heat.

Kokonoe summons a giant Mecha-Tager to fire a beam that covers the entire screen. Can be charged up both by holding C during the super (which delays its activation) and by rotating the stick in a circular motion.

Armament No.01 "Super Dreadnought Exterminator"

64641236C, air OK

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
4841-13806 (4255 mid-air) - All 5+31+12 - 188T - P 1-5, 36-98 All
  • Can be charged up.
  • Costs 100 Heat.

Kokonoe summons a giant Golden Mecha-Tager to fire a beam that covers the entire screen. Can be charged up both by holding C during the super (which delays its activation) and by rotating the stick in a circular motion. If fully-charged, on a raw hit, this can instantly kill any opponent, though it's decidedly hard to land except in very specific combos.


Astral Heat

Armament No.99 "Final Apocalypse" Ultimate Impact

720D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - c.T (?) 4+0 - - - T -
  • Command grab.
  • Has no invincibility.

Kokonoe's impossible-to-combo Astral. Though it has no invincibility, its 0-frame startup after the super-flash means it can be used to catch unaware opponents that won't disrespect your approach.


External References


Navigation

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

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