BBCF/Kokonoe

From Dustloop Wiki

Overview

Overview

Kokonoe is a well-rounded character with a variety of tools. She has traps to set up strong setplay and mixups, alongside great normals to control space. These benefits are all backed up with strong damage and great corner carry. Kokonoe's Drive lets her use Gravitons to push and pull both herself and her opponent in order to catch opponents off guard or reposition herself. In the right hands, Kokonoe can dismantle any character with superior neutral tools and stellar setplay.

Kokonoe is not without her weaknesses, however. In neutral, characters that can ignore the midrange find great success. Mobile characters can run up close to blow her up for setting traps, and zoners can disengage from them entirely. On offense, some of her setups and combos require more spatial awareness and adjustments than average. Additionally, characters with good reversals can break some of her setups. As a result, her matchups tend to vary greatly. These traits altogether make for a character that is somewhat difficult to pick up. The reward, thankfully, is worth the trouble. Kokonoe has a strong toolset that leaves room for creativity and expression.
BBCF Kokonoe Nameplate.png
BBCF Kokonoe Portrait.png
Health
10,500
Prejump
4F
Backdash
22F (1~7F Inv All, 2~13 airborne)
Unique Movement Options
Gravitons
Fastest Attack
5A (6F)
Reversals
214214A/B/C (10F/13F/16F)
Fatal Starters
2C
6C
j.2C
Drive: Graviton Capacitor

Kokonoe's Drive summons a Graviton onto the field that attracts the opponent and some of Kokonoe's own projectiles towards it like a magnet. While the opponent isn't in hitstun, they are pulled towards it reasonably gently, whereas they're pulled towards it with triple the force while in hitstun. Kokonoe herself is not normally affected by the Graviton, although some moves use its location to change their properties. The most notable change it causes is to Kokonoe's Flame Cage (214A/B/C), which gains the ability to change its trajectory. When a Graviton is summoned, it will stay on the field until either it expires after a specific duration, Kokonoe activates it with 236D/withdraws it with 214D, Kokonoe activates various other moves, or the opponent manages to land a hit on Kokonoe. Only one Graviton can be on the field at a time.

BBCF Kokonoe Graviton Gauge.png

The first two icons represent the Banishing Ray (22A/B) and Flame Cage (214A/B/C) readiness since you can only have one of each move out on the field at a time. When the respective move is visible on the screen the icon for it will turn grey. You can use the move again when icon lights back up.

The third icon and the number next to it refer to your stock of Gravitons. You start a round off with 9 Gravitons and will use one up every time you summon one. Gravitons recover slowly over time; they don't recover at all while a Gravitron is active (minimum of half a second) and will only regenerate one every 4 seconds, using a Graviton will cause you to lose progress towards regenerating your next Graviton. Manually removing your own Graviton with 214D will reduce the time to gain the next gravitron stock by 2 seconds. In practice, the limit of gravitons isn't usually significant - it seems to exist to prevent permanent keep-away tactics and other delaying strategies.
Overdrive: Graviton Rage

Kokonoe's Overdrive strengthens her Gravitons immensely:

  • The pull of her Gravitons is doubled. This lets her to do something like 3C > 5D > 5B > 5C > Solid Wheel (which isn't possible with a normal Graviton). Her projectiles such as Flame Cage, Flaming Belobog, and Solid Wheel are pulled in much quicker compared to regular Gravitons.
    • However the stronger pull messes with most of Kokonoe's non-OD combos that use Gravitons so keep that in mind.
  • Her Gravitons deal more damage than normal (they still require the opponent to be in hitstun).
  • Gravitons recharge at five times the the rate when there is no active, double rate when there is. Also, the recharge timer does not get reset whenever she uses a Graviton in a combo. It is slower than her standard overdrive recharge rate, but she can still get one or two back after doing a combo with them. This essentially allows Kokonoe to replenish her Graviton stock while dealing damage.
  • Gravitons stay out for much longer while in Overdrive (6 seconds compared to the usual 4 outside of OD).

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 11 -2 B

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Mid 11 5 19 -5 B
  • Great for pressure
  • On Crouching opponents, it can be immediately linked into 2C for more damage
  • Technically loses the low hurtbox for a short while, allowing for some evasion
  • Very damaging combo starter

5B is a great tool for pressure because of all the possible options on block: It's jump cancelable on block so you can go for a quick j.2C overhead from it if you have 50 meter to Rapid Cancel to convert it into a full combo or stay safe. You can jump cancel and do a falling j.B to attempt to reset pressure or retreat with an instant air backdash. You could also opt to just normal cancel it into 2B or 5C and go from there. As yet another option, you can take advantage of the fact 5B moves Kokonoe forward and you have so many options from it for the opponent to look out for to just reset pressure instead. With all these possibilities, 5B can be a powerful tool if you use it wisely.

Gatling options: 6A, 2B, 5C, 2C, 6C, 3C, XD

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 Mid 14 2 23 -6 BP
  • Staple ground combo ender in the corner
  • Great combo piece
  • Jump Cancellable on hit
  • Crumples the opponent on Counter Hit, causes wall bounce on aerial opponents on Counter Hit as well
  • You are guaranteed stupid damage if you land this as a CH

When you're in the corner or end a combo in the corner, 5C is a great ground combo ender because you can special cancel into either Banishing Ray or Flame Cage for oki.

Also, 5C is a great combo piece when air juggling an opponent because its ability to blow an airborne opponent away fullscreen combined with either Broken Bunker or IAD j.B > j.C adds a lot of corner carry to your combos.

This is also your go to starter for Counter Hit combos as the P1 on this move is crazy, against moves that are horribly negative on block, this move will make sure that they feel the pain for doing something stupid when they eat a 7-9K combo.

Gatling options: 2C, 6C, 3C, XD

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 5 8 11 -2 F
  • Can be linked into itself along with 5A up to three times
  • Kokonoe's second fastest standing normal

Like many 2As, Kokonoe's 2A is great for pressure. In particular, it's great for catching no techs and in blockstrings where you don't want to commit too heavily to anything because your opponent has burst for Overdrive Raid

It's also possibly Kokonoe's best ground poke. Decent range, quick start up and recovery make it the best alternative to use compared to a lot of her other ground normals. This move will usually be your alternative go to move for punishing moves for moves that are too far for 5A to punish, as her 5A/2A starter combos are interchangeable.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, XD

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
400 Low/Air 10 3(6)3 12 -1 F
  • Hits twice
  • Main low mixup option

Now that Kokonoe's 2A is no longer a low, Kokonoe now has to rely on 2B to open people up using a low. It has a bit more range than 2A so it's good in some instances to poke your way out of pressure or poke in neutral. Additionally, both hits of 2B are cancellable, making it a staple part of Kokonoe's pressure as she can choose to cancel the first hit or let both hits rock.

Gatling options: 6A, 5B, 5C, 2C, 6C, 3C, XD

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1080 Mid 19 3 15 +1 F
  • Causes the opponent to spin on hit
  • Jump Cancellable on hit

Mostly used in specific grounded combo routes. In blockstrings, it can be used to safely put down Flame Cage or Banishing Rays thanks to it being +1 on block and the pushback it does on block and barrier. Be wary, its slow startup can lead to opponents DPing you before you even get the chance to hit them with 2C.

Fatal Counter can allow Kokonoe to loop 2C>5C on the opponent for corner carry.

Gatling options: 5C, 6C, 3C, XD

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
660 [770] Mid 13-23 4 21 -8 B 7~(16~26) H
  • Good anti-air
  • Can be Kara-Cancelled into throw to give it better range
  • Charged version will launch grounded opponents on hit and has more hitstun while dealing more damage
  • On confirmed hit you can immediately chain into 6C>j.8D>j.236B or j.B>j.2C>j.2D

Kokonoe's anti-air. Has great vertical reach but not much horizontal reach though. Best used in situations where the opponent has to commit to their jump in. If you hold down the A button, you'll be able to delay her anti-air which can be useful against empty jumps and low air dashes as Kokonoe retains the head invincibility while charging.

Gatling options: 5B, 2B, 5C, 6C, XD

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
500×2 [550×2] High 25~43 2(11)2
[2(15)2]
26 [14] -9 [+5] B
  • Good overhead
  • Second hit of 6B will force crouch on the opponent
  • Fully charged 6B will cause a ground bounce on standing opponents. However, it also has a unique property where the first hit of 6[B] will cause a hard knockdown on aerial opponents

Kokonoe's only ground overhead. Can be gatling'd into by 5A or 2A into 6B. Uncharged 6B is a great overhead to open opponents up with, especially when combined with Kokonoe's oki tools. The charged version of 6B is mostly only good for some combos. Similar to Mu, you can Rapid Cancel the first hit of 6B into 2B, however unlike Mu, Kokonoe gets the benefit of having both hits of her 6B hitting high instead of just the second hit being a overhead.

Gatling options: 5C, 3C, XD

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1250 All 22 3 18+7L -9 B 4~24 FT
  • Kokonoe's second and somewhat situational anti-air
  • Will leave Kokonoe airborne on hit (i.e. using this move counts as Kokonoe using her jump), meaning that she can use her double jump as a safe jump on block.
  • Naturally combos into j.2C
  • Keeps Kokonoe's momentum if she does this during a run

Mostly just used in air juggle combos but in some cases, it is a great starter because of the multitude of options it brings to the table. It's foot invuln allows Kokonoe to beat out opponents who try to mash against it, its ability to jump cancel on block gives Kokonoe a safe jump in pressure and the momentum it keeps after a run can allow Kokonoe to link back into 5A or 5B depending on the opponent's positioning (Fatal Counter ensures that Kokonoe can always link back into 5B).

Damage wise, it depends on whether or not Kokonoe chooses to go for a corner carry combo. If she does, then you're looking at about 3-3.3K worth of damage. If she opts to go for a damaging route, then that damage gets bumped up to around 4.5K meterless with its damage only getting higher with meter.

Gatling options: j.2C

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
460×2 Low, Mid 14 3(6)3 15 -1 F
  • Good ground poke
  • Long range low mixup
  • Good combo piece
  • 3C(2) will always trip the opponent and vacuums
  • Counter Hit 3C will cause a hard knockdown
  • Deadzone between Kokonoe and the clamp
  • Can be used for oki
  • Disjoint on 2nd hit

As a long reaching & vacuuming low, it is useful in blockstrings where you've been pushed out far enough for opponents to attempt to jump out or take their turn. 3C is great in combos because of its ability to vacuum and sweep the opponent.

Like most sweeps, Kokonoe's is a low hitting ground poke with great horizontal, but poor vertical reach. It can be called out and punished with IAD options so do not be predictable and to space it well to minimize chances of getting punished. It is a very good sweep, but still a sweep.

Gatling options: XD

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
220, 110×5 High/Air, All×5 7 3×6 12 H
  • Great air to air normal
  • Hits 6 times, all hits are cancellable
  • One of the only two normals Kokonoe can't Drive Cancel on block, and the only button Koko can't Drive Cancel at all (i.e. she can't do j.A(1)>j.XD). However, she can still Activate and Deactivate if there's a Graviton out

Kokonoe's j.A has a faster startup, a wide hitbox and is multi-hitting, making it for air to air battles and jump ins. However, the low hitstun and awkward upwards pull that j.A has can make confirming off of it more of a nuisance than anything (especially off of an airdash).

Despite this, it's still Kokonoe's best answer for immediate air-to-air approaches thanks to its 7F startup and the damage and carry you get can be pretty decent.

Gatling options: j.B, j.C, j.2C

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
500×2 High/Air 10 4 (3) 4 11 H

Good air to air normal. While it lacks j.A's great hitbox, it is a better starter for combos. When combined with a low to the ground air dash, it can be a pretty good jump in as well. It's also good sometimes in attempting to reset pressure from a 5B jump cancel. You'll want to really pick and choose when you do this though because again j.B is lacking in vertical reach and is easily beaten by anti-airs and in some cases, quick picks

Gatling options: j.A, j.C, j.2C, j.XD

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
750 All 13 3 27 HP
  • Good air corner combo ender
  • Wall bounces on hit
  • Will cause crumple with Counter Hit just like 5C on grounded opponents
  • Like with j.A, it can only be Drive Cancelled on hit, but can still cancel into 236D/214D if there's a Graviton already out
  • On hit or whiff, Kokonoe's air momentum is stalled and is pushed backwards

A good "Get off me" button when Kokonoe is being chased in the air. Its large hitbox makes it threatening to challenge if Kokonoe is air backdashing. The reward she gets off of j.C gives her an air-to-air corner carry combo since j.C sends the opponent fullscreen. In all instances at midscreen, you will always follow-up an air to air j.C with j.9D. As an air-to-ground button however, it's basically 5C in the air but lacks in its ability to convert off of it. Your only option is j.2C but it only combos if you're close to the opponent and even then, you can't really do much unless you spend resources, do it in the corner, or land a Counter Hit j.C.

In blockstrings, j.C can either continue blockstrings or end them depending on whether or not Kokonoe has a Graviton out:

If Kokonoe does have a Graviton out, you can use Solid Wheel as a means to continue your pressure and get yourself back down to the ground safely. Using j.2C as a gatling would be safer here since you can simply activate the Graviton to push them away or use it as a means to do airdash j.B.

If Kokonoe doesn't have a Graviton out, your only option without meter is to do nothing since you can't Drive cancel this move on block. The massive pushback j.C has makes this move practically unpunishable unless the opponent instant blocks it up close, but even then it can still be hard to punish it properly. Cancelling it shortens the pushback and leaves Kokonoe open to a lot of punishes so be careful.

Like with its grounded brother 5C, it's good in the corner as an ender for some air combo routes that'll allow you to setup Flame Cage oki guided by a Graviton.

A little trick to know: The stalled air momentum from j.C can be useful for Kokonoe to keep herself airborne high in the air if she tries to time out the opponent. The trick to it is that you fling yourself high into the air using 236D>236B and then mash j.C to stall for as long as possible. This works even better with meter as you can use Super Ball to cover your fall.

Gatling options: j.2C, j.XD (on hit)

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 High/Air 17 4 17+9L H
  • Good for a quick, rewarding overhead
  • Sometimes good for a poke
  • Ground bounces on hit

j.2C is mainly used as a quick overhead, either on wakeup or jump canceling a normal since when TK'd it's 22F. In order to convert it into a full combo there are a few options.

  1. Rapid Cancel and do falling j.B.
  2. Have a Graviton setup and activate it to give you enough time to land and pick up the combo.
  3. Use it during Banishing Ray oki, which will put the opponent in more than enough hitstun to let you land and pick up the combo.
  4. Utilize j2C > j5D > jA routes (character specific, and somewhat difficult to execute consistently).
  5. Overdrive Cancels into falling j.B(1)>j.2C which will allow Kokonoe to land and pick them up with 5B.
  6. Landing it as a Fatal Counter which can let you do j.2C>j.D>j.236D.

Ideally, you want to use this move if you have something to back yourself up with as j.2C suffers from forced landing recovery when used (Kokonoe can special cancel j.2C on block, but the only specials she can use in the air are Flame Cage and Solid Wheel which are ineffective, and summoning a Graviton after j.2C leaves a gap that the opponent can use to anti-air Kokonoe). Flame Cage and Banishing Rays B can give Kokonoe enough time to do j.2C>5A on block. If she has a Graviton on top of them at midscreen, she do j.2C>j.236D to push the opponent away from her.

If Kokonoe lands this as an air to air move or if she's close enough to the ground, she can link j.2C into 5A for a combo. j.2C>j.214214A also works too since the timing for it is very lenient (just make sure that you're close to the opponent).

Gatling options: j.XD

Drive Moves

Kokonoe will always start out the round with 9 Gravitons in stock and they will replenish themselves whenever there isn't a active Graviton out on the field. If Kokonoe doesn't have any Gravitons left in reserve, then she cannot use her Drive moves until she gets back at least one Graviton.

Summon Graviton

Direction + D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
32 [29]
  • Summons a Graviton in the desired location, pulling opponents towards it.
    • The effects and pull of the graviton is complicated, see the table below if you really want to know the detail. The short answer is that hitstun triples their pull and overdrive doubles it, multiplicatively.
  • Consumes one Graviton stock.
  • Remains active for 240 frames normally or 360 if activated during Overdrive. Gravitons that are already present are not affected by Kokonoe activating or running out of overdrive.
  • Recovery is partially cancellable into attacks or jump.
  • Will replace existing Graviton if there's one out already.
  • Disappears if its time expires, is activated with 236D, deactivated with 214D, if Kokonoe uses Black Hole, or if the opponent lands a hit on Kokonoe.
  • Gravitons can not be interacted with by the opponent while active (They cannot be attacked or shot down with projectiles, for example).
  • The location in which the Graviton is summoned, when holding a direction, is dependent the edges of the screen, rather than Kokonoe's position. Inversely, when input without holding a direction, the Graviton will be placed directly in front of Kokonoe, regardless of screen position (even if she is off screen)
    • when 5d or j5d are used too close to the corner, the graviton will always spawn close to the wall as possible, pulling them directly into the wall
    • Versions with a sideways direction are placed slightly inwards from the edge of the screen, even if the camera is currently zoomed out. This allows them to pull the opponent out of the corner slightly
    • Versions 1, 2 and 3 are always placed on the bottom of the screen
    • Versions 4 and 6 are always placed directly in the middle of the far edges of the screen
    • Versions 7, 8 and 9 are placed at the top of where the camera is showing, even if that places it high in the sky.
    • Versions 2 and 8 are always placed horizontally in the middle, even if Kokonoe is at the side of the screen.

Gravitons are used to mess with your opponent's spacing when they try to approach you, forcing them to try to keep themselves in which will result in more openings to capitalize on. They're also the main part of your combos and oki, as the full cancellability can let Kokonoe reverse beat back into her normals she's already used up. Giving her unique options on what routes she can do while setting up for pressure.

Graviton pull data
Opponent situation X velocityGravitons only add a constant velocity in the X direction Y AccelerationGravitons Accelerate players in the vertical direction, resisting gravity
Standing, Neutral 5000 [10000] N/A
Standing, Hitstun 15000 [30000] N/A
Airborne, Neutral 3000 [6000] 375 [750]
Airborne, Hitstun 9000 [18000] 1125 [2250]
  • Numbers in brackets are for Overdrive Gravitons
  • Note that there is Character-specific gravity when players are not in hitstun. If a player is in hitstun or guardstun it is fixed at -2000. Subtract or add this value depending on whether the opponent is above or below the graviton
  • For reference, 5,000 horiztontal velocity is a slow walking speed.

Activate Graviton

236D (Air OK) or During a Special Move~D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 [900] 14 2 Total 23
  • Activates the placed Graviton, quickly pushing the opponent away or striking them.
    • Can only hit an opponent already in hitstun
    • If it hits the opponent, they are knocked back slightly on the ground and knocked upwards mostly vertically if in the air.
    • If this move doesn't hit, this move pushes the opponent away from the gravitron with a lot of force that doesn't change with distance. The push they get is based solely is which side of the graviton they were on and if they were above or below it.
  • Consumes one Graviton Stock.
  • Like with Summon Graviton, Activate Graviton is fully cancellable.
  • D button can be held down to delay the activation which allows Kokonoe to act freely while doing so. Great for baiting out approaches and for doing combos. However, if she's hit while blocking and holding down the D button, then the activation will cancel out and the Graviton will disappear.
  • Can only be done if Kokonoe has a Graviton out and there's at least one Graviton left in reserve. If Kokonoe doesn't have any Gravitons left after summoning, then 236D will be unavailable for usage.
  • Once you activate a Graviton, you'll be put on a cooldown until the Graviton disappears.

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

In Central Fiction 2.0, Kokonoe can now activate a Graviton while doing a special move. This opens up new routes for Kokonoe, conversions off of any stray Gravitons, and the ability to use them to quickly push someone into a trap. The timings for when Kokonoe can do Special Move~D are listed below:

  • Armament No.2 "Broken Bunker Assault v2.21" 236A/[A]: When Kokonoe makes contact with the opponent.
  • Armament No.9 "Aerial Powerdrive: Solid Wheel v3.37" 236B: While Kokonoe is spinning around.
  • Armament No.3 "Absolute Zero v4.32" 236C: While the ice gun is active.
  • Armament No.4α "Flame Cage v1.43" Activate 214A/B/C: As soon as Kokonoe launches the fireball.
  • Armament No.5 "Banishing Rays v3.10" 22A/B: Once Kokonoe plants the lightning rod down.
  • Armament No.6 "Planar Haze v1.24" 22C: While Kokonoe is teleporting.

Note: Doing Special Move~D will consume one Graviton as if you did 236D and cannot be done during the following: Counter Assault, Crush Trigger, Throws, Distortions, EA, or Astral.

Retrieve Graviton

214D (Air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
32 [27]
  • Disables the Graviton on the field
  • Does not consume a Graviton Stock
  • Takes off 120F recharge time for your next stock. (Excess recharge reduction doesn't count towards the next one)
  • Unlike 236D, you can summon a Graviton immediately after deactivating your current one.

This move can be great if you're low on Gravitons and you don't want to waste the current one you have, since deactivating a Graviton will shorten the recharge time between stocks.

Faster Recharge

While it isn't used much, by doing 236D>214D, your current Graviton will disappear quicker than it would when you do 236D by itself. The game will reduce the normal 4 second recharge time by 2 seconds, allowing you to gain back a Graviton much sooner than anticipated, potentially instantly. It's also possible to do this during a combo, most notably after an aerial activate such as with j.C or j.2C, which effectively allows Kokonoe to both deal damage and gain back a stock with little to no problem.

Universal Mechanics

Forward Throw

B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 1500 Throw(70) 7 3 23 T
  • Wall Bounces opponents.
  • Will guarantee Kokonoe corner carry + oki depending on the Graviton's placement.
  • Can lead to huge damage with Overdrive.

Kokonoe's forward throw. Kokonoe can easily follow up with a Graviton placement after launching the opponent, or use Broken Bunker if she's near or at the corner.

Back Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(70) 7 3 23 T
  • Launches upwards.
  • Causes Wall Bounce in corner.

Kokonoe's back throw. You can follow up with 9D>236D>66>5B>6A>6C>5B>5C>3C(1)>236A for a decent carry or 5D>3C(1)>236[A]~D>Bunker Loops for oki at midscreen.

A neat little novelty to know is that you can combo off of Kokonoe's Back Throw without using a Graviton.

Since Kokonoe's throws are mainly Special and Drive Cancelable, you can use 22C at midscreen and follow-up with microdash 5B into a basic 6A>6C>5B>5C>3C>Bunker which does give you some good carry thanks to Back Throw's launch angle. While in the corner, you can let the throw animation rock and then follow-up with 5B (When far), or 2B (When close) into your basic oki ender. Any of these options can be good for when you're low on Gravitons and you need to stall for the recharge.

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw(120) 7 3 23+3L T
  • Wall Bounces.
  • Can be awkward to convert off of due to the angle Kokonoe launches them at midscreen.

Kokonoe's air throw. The combo you can get off of it depends on how high the opponent was when you grabbed them (EX: You can do Air Throw>j.3D>Land>66>3C(1)>236[A]~D>Bunker Loops at a low height), but it's still a good tool to use to catch people if they're being obvious with their jump outs.

A little tip to help with converting off of it at midscreen: If you do j.A after cancelling out of a Graviton, you land on the ground much sooner than if you had fallen after Drive Cancelling.

In the corner, Kokonoe's air throw can be very useful against people who are trying to jump out of her Banishing Rays oki. You can either use j.9D and convert off of it with Solid Wheel, or you can do j.3D>j.B(1)>j.C>j.214A to setup for Flame Cage oki.

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 15 3 33 -17 T 1~20 All

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B
  • Wall Bounces the opponent midscreen.
  • Wall Splats the opponent in the corner.
  • Despite being a bat, this will NOT hit projectiles back at the opponent.
  • Makes a fun crowd cheer on hit.

Mostly good for extending a few particular combos to squeeze out a bit more damage when you're in a tight situation and need to try and kill the opponent quickly.

If you have an active Graviton on top of your opponent at midscreen, you can use a non-charged Crush Trigger to break your opponent's guard and pick them up with 5A for a corner carry combo, making Kokonoe one of the only few characters in the game that can combo off of a guard crushed opponent with a non-charged Crush Trigger at midscreen.

Special Moves

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

236A (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236A 600×3 All 17~28 3 22 -6 B×2, P1
236[A] 600 All 17~28 3 22 -6 B
236[A] Delayed Attack 600 All 192 1 P1*
  • Alternate ground combo ender
  • Bunker bomb from the charged version can be good for oki
  • Bunker Bomb will explode three seconds after being placed on the opponent, but will disappear if Kokonoe is hit clean or forced to block, similar to Flame Cage
  • Landing 236[A] on a standing opponent will put them in a crumple state, where as landing it on an aerial opponent will cause them to ground bounce. Both can be followed up with 5A right after but grounded opponents will require you to land it as a Counter Hit or to Rapid Cancel Bunker to combo out of it.

Typically just a combo tool but for ground combos that have gone on a bit too long or leave you just a little bit too far from the corner, it can also be used as a combo ender.

In pressure, if you have 50 meter and you absolutely don't want to let your opponent return to neutral, Broken Bunker > Rapid Cancel is great for closing the gap and resetting pressure.

New in CF is the ability to do a charged version of Broken Bunker, which will leave the explosion on the opponent without detonating it. The explosive will detonate on its own after a set period of time instead. You can use the charged version to do Bunker Reps, which is the process of using the bunker bomb's explosion to carry the opponent to the corner while constantly placing a new bunker bomb on them. The bunker bomb can be an exceptionally good tool for oki as it'll keep the opponent pinned down while they're blocking, allowing you to safely extend your blockstrings or to make certain moves safe (like j.2C for example).

Armament No.9 "Aerial Powerdrive: Solid Wheel v3.37"

236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300×13 All Ground: 19
Air: 15
6×12,3 12 H
  • Good combo tool
  • Tracks to an active Graviton if there is one on the field
  • Can only be done once in the air. After that, Kokonoe must land before she can use it again

Kokonoe's new special in CF. Usually this move is used as combo filler for Kokonoe's midair combos, but if you have a Graviton out that's close to the opponent, you can use it in a blockstring that will leave you +5 once Solid Wheel finishes.

Solid Wheel can also be used as an escape tool if you combine it with a Graviton as the activation will launch Kokonoe high into the sky. If you couple this with repeated j.Cs to stall your falling, then you have a move that's great for timer scamming your opponent for when you have the life lead.

Armament No.3 "Absolute Zero v4.32"

236C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236C 600 (×31) All 29 2×31 12 P2
236C Followup Attack 0, 80×38 43 3, P{(2)P}×18 21 P1
  • Deals massive chip and barrier damage
  • Can lead to some devastating ice resets with 50 meter
  • Will automatically go into Crime of Greed after the minigun if Kokonoe has 50 meter

Kokonoe pulls out an ice gun and freezes the opponent before firing a barrage of bullets at them with a minigun. If Kokonoe has 50 meter, then Crime of Greed will automatically trigger right after the minigun.

As a combo ender, you want to save this for when you have 50 meter to close out the round as the bullets can scale hard and don't really offer much advantage outside of pushing the opponent away from you midscreen. And despite the chip and barrier it does to your opponent's guard, it's ill advised to use it in blockstrings as barrier blocking will push you a good deal away from the opponent.

However, this tool becomes extremely scary if Kokonoe has 50 meter to Rapid Cancel the ice gun, to which Kokonoe gains a high/low/left/right crossup from ice resets and all of them will lead to big damage. While this is mainly done in the corner, there are setups that exist that will allow for midscreen ice resets which can be just as deadly as the corner setups. With this, you'll be able to keep your opponent guessing every time, making this a powerful tool in Kokonoe's arsenal.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236C Long 100 89 3
236C Followup Attack 100 100, 98×38 3

236C:

  • Freezes for 120. Freeze Count 5
  • On hit, immediately goes into Followup Attack
  • Chip Damage 10%: 60×31


236C Followup Attack:

  • Startup listed is based on time between opponent getting hit and first bullet appearing
  • Each P in active frames represents a projectile spawned
  • Bullets hit in groups of 2
  • On hit and with 50 Heat, goes into followup Crime of Greed afterwards
  • Maximum Slide duration 20F

Armament No.4α "Flame Cage v1.43"

214A/B/C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214X 31 Total: 42
j.214X 28 Total: 47+5L
214X Attack 360×4 All P1
214X Reflected Attack 750 All P1
  • Great neutral tool for covering an approach
  • Great oki tool
  • Can track towards or be pushed away from Gravitons
  • Appears orange when Kokonoe is player 1, Blue when she is player 2.
  • If a Graviton is summoned then the fireball will gain the ability to bounce off surfaces
  • Can only have one fireball out at a time, if Kokonoe already has a fireball out (Be it Flame Cage or Super Fireball), then she cannot use it again until it disappears

A very key special in Kokonoe's toolset. Flame Cage is active for a very long time. If you can manage to create the space to get it out and use a Graviton to guide it where you need it, it can be a very powerful tool to cover an approach in neutral and lock them down for pressure.

  • 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's also a very good oki tool. It can either be used to limit an opponent's wakeup options when you have a Graviton placed or let you reset pressure when you don't have a Graviton placed (The fireball will come down later if there's no Graviton guiding it). Both cases present the opportunity to go for a mixup.

Armament No.5 "Banishing Rays v3.10"

22A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
22A 860 All 24 6 Total: 42 +2 P1
22B 450×6 All 71~160 2×6 Total: 33 P1
22A
  • Sometimes good for ending a blockstring
  • Activates immediately
  • Decent combo starter
  • Kokonoe's third anti-air tool

The A version of Banishing Rays is mostly just used for some combo routes. However, in a few rare occasions, it can also be used to end a blockstring. Can be used as an anti-crossup device due to the hitbox extending vertically for the entire screen and is reasonably wide.


22B
  • Great neutral Tool
  • Great oki tool
  • Amazing combo filler
  • Will not activate unless an opponent is within its proximity or after a long time of idling
  • Will only disappear if the opponent lands a clean hit on Kokonoe. Otherwise, Banishing Rays will still activate regardless if Kokonoe blocks an attack, making it very good for punishing opponents while you're blocking
  • Like with Flame Cage, you can only use one Banishing Rays at a time (whether the A or B version was used doesn't matter). Once used, you'll have to wait awhile before you can use it again

Another very important part of Kokonoe's toolset. If you can manage to create the space to get this out safely in neutral, B Banishing Rays will make it difficult for opponent's to approach Kokonoe. You can then take advantage of this to toss out Flame Cage and guide it to the opponent with a Graviton. It's also a very strong oki tool that'll both limit your opponents wakeup options and make it visually hard to see what mixup Kokonoe is going for.

Armament No.6 "Planar Haze v1.24"

22C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
33 5~24 All
  • Good left/right mixup tool
  • Will teleport to a Graviton if you have an active one on the screen. Otherwise, Kokonoe will teleport about one character distance before reappearing.
  • NOT a reversal but it can however, be used to bait out other reversals

When combined with either Banishing Rays or Flame Cage oki, Planar Haze can be a great left/right mixup to open opponents up. It's also sometimes good in neutral to relocate to a Graviton you have placed, which will allow you to escape some situations.

Distortion Drives

Armament No.4β "Pyro: Flaming Belobog v2.73"

214214A/B/C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214214A 1250 All 5+(40 Flash)+5 3 36 -18 B 1~12 All
214214B 1250 All 5+(40 Flash)+8 3 36 -18 B 1~15 All
214214C 1250 All 5+(40 Flash)+11 3 36 -18 B 1~18 All
j.214214X 1250 All 5+(45 Flash)+1 3 24+5L H 1~8 All
214214X Attack 360×12 [360×18] All P2*
214214X Reflected Attack 1500 [2000] All P2
  • Essentially a super version of flame cage, only one can exist at the same time.
  • Good reversal option, just remember you can't always fire it due to the above.
  • Great combo extender
  • Will track to or be pushed away by Gravitons

Now that Planar Haze is no longer 1f invuln, Flaming Belobog (AKA Super Fireball) is Kokonoe's only character-specific reversal. Leads to a full combo on hit because of the amount of hitstun it has. For similar reasons, it can also be a good combo extender if you need one and have 50 meter.

Like with Flame Cage, Super Fireball will land a set distance depending on what button Kokonoe pressed and like with Flame Cage, Kokonoe can only have one out at a time.

  • A Version has it land in front of Kokonoe while keeping Kokonoe slightly in place.
  • B Version has it land about 1/2 of a screen length and will move Kokonoe about one character distance.
  • C Version has it land almost an entire screen length away and will move Kokonoe about two character distances.
  • Remains active even if Kokonoe takes damage.

The A version is generally the best of the three versions reversal wise and combo wise because it comes right down in front of Kokonoe and can be used to disrupt the opponent's combo on you, which will force them to either stop comboing you to block the fireball, or risk taking the hit which either way can allow you to escape pressure. However, the B and C versions can be good for catching opponents who were attempting to space out the A version. Please note that opponents can easily use moves that make them invulnerable or moves that push them out of the way to avoid Super Fireball (this applies more to the A version than it does to the B and C versions) so be careful when using Super Fireball.

Note: There's a weird glitch where if you land Super Fireball as a counter hit on an aerial opponent, it'll launch them higher into the air as seen in this [video].

Due to the P1 and combo timer nerf Super Fireball got in Central Fiction 2.0, Kokonoe will get less damage and time to combo off Super Fireball as a starter. Though the nerf will only come into play if she uses it as a reversal/starter, using it as a combo extender will still yield the same combos and damage as it always did.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
214214A Very Short 60 94 5
214214B Very Short 60 94 5
214214C Very Short 60 94 5
j.214214X Very Short 60 94 5
214214X Attack Normal 80 60 3
214214X Reflected Attack Normal 80 94 5

214214A:

  • Values in [] are during OD
  • Minimum Damage 15% [20%]: 187 [250]
  • Projectile spawned on frame 13 (active from frame 27)
  • reversal


214214B:

  • Values in [] are during OD
  • Minimum Damage 15% [20%]: 187 [250]
  • Projectile spawned on frame 16 (active from frame 30)
  • reversal


214214C:

  • Values in [] are during OD
  • Minimum Damage 15% [20%]: 187 [250]
  • Projectile spawned on frame 19 (active from frame 33)
  • reversal


j.214214X:

  • Values in [] are during OD
  • Minimum Damage 15% [20%]: 187 [250]
  • Projectile spawned on frame 9 (active from frame 23)


214214X Attack:

  • Values in [] are during OD
  • Minimum Damage 15%: 648 [972]


214214X Reflected Attack:

  • Values in [] are during OD
  • Minimum Damage 15%: 225 [300]

Armament No.7 "Jamming Dark v1.65"

632146D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1200 [0, 1800] Unblockable 53+(56 Flash)+1 157 Total: 263 PT 1~55 All

Kokonoe summons a black hole about half a screen in front of her. The black hole pulls opponents strongly into it, teleporting them up above the stage before being dropped back down after a short, but random amount of time. The black hole will be positioned offscreen if too close to the corner, unless in Overdrive. Like with Kokonoe's Gravitons, the Overdrive version of the black hole will also pull more strongly.

Black Hole fundamentally functions as a reset tool, typically to guarantee a kill combo and end the round. Despite being unblockable, Black Hole sees little use in practice because of the numerous conditions required to connect it and difficulty spacing it effectively. For the same meter cost, you have access to the much simpler, stable and reliable Absolute Zero (ice) resets.

Damage is dealt to the opponent upon impact with the floor, and this damage cannot end the round, instead leaving the opponent on 1 HP. The opponent can also emergency tech on hitting the ground, so to capitalize on the damage of Black Hole itself, you must combo on the exact frame the opponent touches the ground. This presents difficulties due to the fact that the timing the opponent will land is randomized in a fairly wide range. If Black Hole whiffs, Kokonoe is incredibly vulnerable to the opponent's punish of choice.

Due to the above, Black Hole is overall strongest in situations where you need to guarantee the reset, can set it up effectively and do not need the extra 1200 damage to kill.

Graviton pull data
Opponent situation X velocityBlock Holes only add a constant velocity in the X direction Y AccelerationBlack holes Accelerate players in the vertical direction, resisting gravity
Standing, Neutral 8000 [12000] N/A
Standing, Hitstun 24000 [36000] N/A
Airborne, Neutral 8000 [12000] 1000 [1500]
Airborne, Hitstun 24000 [36000] 3000 [4500]
  • Numbers in brackets are for Overdrive
  • Note that there is Character-specific gravity when players are not in hitstun, but in hitstun or guardstun, it is fixed at -2000. Subtract or add this value depending on whether the opponent is above or below the graviton

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Long 100 60, 100 0
  • Values in [] are during OD
  • Attracts with an X velocity of 8,000 and Y acceleration of 8,000
  • Attraction is 50% stronger in overdrive and tripled if the opponent is in hitstun
  • Minimum Damage 100%: 1200 [1800]
  • On hit, opponent is dropped a delay of 3 random 1-50F rolls added together
  • Airborne starting from middle of superflash, 12 frames landing recovery

Armament No.8 "Crime of Greed v1.00"

Automatic after 236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 500, 100×5
[500, 100×2, 500]
13 15, 3×5 Total: 72

Crime of Greed is typically used at the end of a combo to end a round because of how easy it is to combo into, as well as the good minimum damage it'll add to the combo. For the OD version, you'll need to Overdrive cancel into it (For example, Kokonoe can do 3C(1)>ODC>3C(1)>236C on an airborne opponent which will work if she has less than 80% Health or do Super Fireball A>5D>Overdrive Cancel>236C when below 50% Health) if you want to get the extra damage since Absolute Zero's animation takes way too long to finish and Overdrive will more than likely end before you get to OD Crime of Greed.

Armament No.00 "Dreadnought Destroyer"

64641236C (Air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
See notes All 5+(60 Flash)+??+(30 Flash)+12 -63 P2* 1~5 All, See notes

Kokonoe summons a giant Mecha-Tager to fire a beam that covers the entire screen.

Generally, Dreadnought Destroyer is often overlooked for Golden Tager because of its damage scaling compared to its Overdrive version. You can get the same amount of damage from ending a combo with Flaming Belobog>5D>Absolute Zero than setting up for Dreadnought Destroyer. However, if you really want to go for this move and you don't have Overdrive to do Golden Tager instead, a simple confirm into it would be 6A>6C>j.64641236C. Other than that, don't use this.

  • Costs 100 Heat, Consumes 50 at the start, then 50 just before the beam fires.
  • Hold C to delay firing; During this time spinning the stick will add extra damage without changing the charge time. Without spins, will deal 30 hits without charge, 58 at full charge. Spinning can bring the number of hits over 100 reasonably easily. Each spin only requires all four cardinal directions in order (or all four diagonals) to count. The direction does not matter, so do whichever way you can spin fastest.
    • Base number of hits is 30
    • Every 35F of charge held adds 4 hits up to 7 times
    • Every spin input during the charge time adds another 4 hits
    • Spins can only be performed while the startup is being delayed by holding C.
  • Cannot be charged in midair, but will give 38 hits instead of 30
  • If Kokonoe is hit while she's charging, it'll cancel out the animation and will only consume 50 meter instead of 100
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Long 100 94 5
  • 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%

Armament No.01 "Super Dreadnought Exterminator"

64641236C during Overdrive (Air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
see notes All 5+(60 Flash)+??+(30 Flash)+12 -63 P2* 1~5 All, See notes

Kokonoe summons a giant Golden Mecha-Tager to fire a beam that covers the entire screen.

Now THIS is a good use of 100 meter right here. You want to talk about complete and utter despair? Then this is the super you're looking for. Golden Tager has the power to obliterate your opponent's life lead no matter how big. To put it simply, this is Kokonoe's comeback Distortion.

There are two ways of comboing into Golden Tager that require you knowing how much time you'll get off of an Overdrive Cancel:

  • 6A>64641236C is the simpler ender of the two and can guarantee you 6-7K worth of damage (8K if Kokonoe uses certain starters). The amount of time you'll need for this ranges from 2:50sec (80% HP) to 3:25sec (50% HP)
  • 6A>5D>236[D]~64641236[C]~]D[~]C[ is the harder ender, but in exchange for a higher learning curve, Kokonoe gains access to her highest damaging combos which usually lead to 8-10K worth of damage. In order to do these combos, you must be below 34% HP because these require the full four seconds off of the Overdrive Cancel (There do exist GT combos that involve 5D>236D>GT routes when Koko is at full health)

On top of being highly damaging, Kokonoe can combo into this move off of almost anything for a huge amount of damage, meaning that any random confirm can spell death to your opponent.

In the rarest cases, you can also use Golden Tager to chip out your opponent as a fully charged blast from GT will deal enough damage to wipe out your opponent's barrier gauge from full followed by a good chunk of their health on block. This is a risky move to do however, if they do survive the blast, they'll not only be given a ton of meter, but potentially their burst back as well.

Certain characters with projectile guard point such as:

  • Azrael's Growler
  • Tager's B Sledgehammer
  • Kagura's Sky Dragon Strike (Wyvern)

Can armour through GT's blast, while invuln supers that go through or teleport behind someone such as:

  • Both Jin and Hakumen's Yukikaze
  • Bang's Hyper Shadowstep Strike

Can be used to get themselves behind Kokonoe and simply wait for GT to end to punish her (This is also risky for if they use a move with a disjointed hurtbox, it'll pull them into the laser beam) so keep this in mind.

Keep in mind that in order to do these combos, Kokonoe must hold back using any meter and Overdrive, both are which very valuable resources to Kokonoe as she does not possess a meterless reversal. However, being able to completely delete health bars off of a random confirm and making your opponent wonder why she has something like this is worth holding back those resources.

  • Costs 100 heat; 50 up front and 50 more when the beam fires.
  • Hold C to delay firing; During this time spinning the stick will add extra damage without changing the charge time. Without spins, will deal 30 hits without charge, 58 at full charge. Spinning can bring the number of hits over 100 reasonably easily.
    • Base number of hits is 58
    • Every 35F of charge held adds 8 hits up to 9 times
    • Every spin input during the charge time adds another 16 hits and is limited only by the game's ability to read inputs fast enough.
  • Cannot be charged in midair, does 80 hits instead.
  • Kokonoe is fully invincible after the second super flash
  • The highest damaging super in both Kokonoe's arsenal and in the game
  • Will force active flow if it hasn't already activated this round.
  • If Kokonoe is hit while she's charging, it'll cancel out the animation and will only consume 50 meter instead of 100
  • On hit, Golden Tager will cause wallsplat. Whereas on block, they will stay in their current position and take a tremendous amount of chip
  • Has a nice gold paintjob
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Long 100 94 5
  • 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%
  • This results in a Minimum damage of: 1587, 7887 if charged

Exceed Accel

Armament No.11 "Full Metal Heavy Weapon v2.05"

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 60×29, 600
{600, 60×71, 1000}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

Kokonoe punches forward during startup. On hit, Kokonoe proceeds to bring the full artillery, to finally apply excessive electric shocks to the opponent. Puts Kokonoe in Active Flow if she hasn't been in it already.

Full Metal Artillery is a rather peculiar Exceed Accel. Being an Exceed Accel, it gives Kokonoe another reversal option to use in the event that she doesn’t have enough meter for Super Fireball or Counter Assault. The universal minimum damage given to Exceed Accels in CF2 meant that you’re no longer dealing next to no damage when tacking this on at the end of a long combo, making it a better option to end combos with than before.

  • If you have no meter, 6B is your best option as it can easily combo into her EA from an Overdrive Cancel with both hits. Air juggle 5C can combo into it while in the corner.
  • With meter, Kokonoe can use this as a way to add some extra damage after Super Fireball A>5D>Overdrive Cancel>EA as an unburstable alternative to Absolute Zero. With low health, Kokonoe can actually do triple super combos by doing Super Fireball A>5D>Overdrive Cancel>236C>Crime of Greed>EA.

The long animations that both versions of her EA possess also makes it a great way to waste your opponent’s time based resources (Such as their own OD or Installs).

However, there are some drawbacks to Kokonoe’s EA. The biggest one being that no matter which version you land, you and your opponent will always return to midscreen once the animation ends regardless of screen positioning. This combined with you barely recovering before your opponent means that any sort of mix-up after Koko’s EA is nonexistent, and any sort of trap or Graviton placement afterwards will leave you minus and even punishable if the opponent has a fast enough move or projectile. You’ll want to avoid using this if you want to keep your opponent in the corner, especially in match-ups where Kokonoe struggles against in neutral.

Her EA does lunge her forward a good distance (around close to round start), but the hitbox is rather short and lacks any sort of vertical range, making it susceptible to whiffing against jump ins and with certain combos. Coupling this with the little pushback on block, the above mentioned, and whole telegraphed problems OD>EA comes with, it can make using this less rewarding especially when compared to Super Fireball.

In summary, in situations where you need to squeeze out some extra damage for a kill confirm or you need to get out of a sticky situation and you have no meter, Kokonoe’s EA can do enough of a job to get you through it.

Astral Heat

Armament No.99 "Final Apocalypse" Ultimate Impact

720D when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. 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, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
37100 Throw(90) 10+(55 Flash)+0 12 18 T 1~21 Burst
  • Command grab
  • You drop a goddamn meteor on their heads
  • It's hype as hell

Kokonoe's impossible-to-combo Astral. Should she land the grab, Kokonoe will do a flurry of punches to the opponent before kicking them into a giant magnet and summoning a giant meteor to destroy them and most of the planet.

The range on this astral is very deceptive as it's more inside of the sleeve than right at the paw, meaning that you'll have to be practically on top of them in order to land this. However, with the combination of its 0-frame startup after the super-flash and the various setups Kokonoe can do for it, she can easily land this on unsuspecting opponents. Do keep in mind that can be teched if you land this while the opponent is still in hitstun/blockstun.

Colors

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Color 1
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Color 7
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Color 12
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Color 13
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Color 18
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Color 19
Color 20
Color 21
Color 22
Color 23
Color 24

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