BBCPE/Kokonoe: Difference between revisions

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Revision as of 00:40, 4 July 2015

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 When a Graviton is summoned it'll gradually drain Kokonoe's Graviton Gauge until it's withdrawn from the field by either running out of Graviton Gauge, Activating (236D), Withdrawing (214D), or staying on the field for a specific duration.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

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
5A
BBCP Kokonoe 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSDrOJR All 6 3 11 -2 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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5B
5B
BBCP Kokonoe 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SDrOJR HL 11 3 19 -5 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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5C
5C
BBCP Kokonoe 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SDrOJR HL 14 2 20 -6 P -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2A
2A
BBCP Kokonoe 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSDrOR LA 7 4 11 -3 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2B
2B
BBCP Kokonoe 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400, 244 SDrOR LB 10 3(6)3 12 -1 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2C
2C
BBCP Kokonoe 2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1080 SDrO(J)R HL 18 3 13 +3 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6A
6A
BBCP Kokonoe 6A.png
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 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6B
6B
BBCP Kokonoe 6B.png
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 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6C
6C
BBCP Kokonoe 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1250 SDrOJR All 22 3 30 -15 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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3C
3C
BBCP Kokonoe 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450, 288 (S)DrOR LB 14 3(6)3 15 -4 F -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.A
j.A
BBCP Kokonoe jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
130, 85, 79 SOJR HA 6 - ~8 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.B
j.B
BBCP Kokonoe jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
420, 268 SDrOJR HA 10 4(3)4 11 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.C
j.C
BBCP Kokonoe jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 S(Dr)OR HA 16 3 35 - P -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.2C
j.2C
BBCP Kokonoe j2C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 SDrOR HA 17 5 21 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Drive Moves

Notes
  • Total 100 Graviton Gauge points
Summon Graviton
Summon Graviton
Direction + D
BBCP Kokonoe 5D.png
*Click Image for Enlargement
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - 16 300 32T - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Activate Graviton
Activate Graviton
236D, air OK
BBCP Kokonoe 236D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 500 - All 11 - 23T - - -
Overdrive 750 - All 11 - 23T - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Retrieve Graviton
Retrieve Graviton
214D, air OK
BBCP Kokonoe 214D.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - 16 - 32T - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Universal Mechanics

Forward Throw
Forward Throw
5/6B+C
BBCP Kokonoe ForwardThrow.png
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
Back Throw
4B+C
BBCP Kokonoe BackThrow.png
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
Air Throw
j.B+C
BBCP Kokonoe AirThrow.png
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
Counter Assault
6A+B (While Blocking)
BBCP Kokonoe 5B.png
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
Crush Trigger
5A+B
BBCP Kokonoe CT.png
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
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
A 600, 441, 338 R All 15 3 23 -8 B -
B 700, 515, 500 R All 24-31 3 29 -14 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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Armament No.3
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
500, 1673-2000 R All 29 62 12 -8 P -
  • 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.4α
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
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 -
  • 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.5
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
A 720 R All 24 6 42T - P -
B 400, 209*5 R All 71 2*6 33T - P -
  • 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.6
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
- - - - - 33T - - 1-24 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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Distortion Drives

Armament No.4β
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
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
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
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
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
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
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
3220-6766 (3782 mid-air) - All 5+31+12 - 188T - P 1-5, 36-98 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.01
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
4841-13806 (4255 mid-air) - All 5+31+12 - 188T - P 1-5, 36-98 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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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
Death - c.T (?) 4+0 - - - 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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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 Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc