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This page is Kokonoe's "Resource Dump" page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review.

For simplicity's sake; anything you would want pinned in your character channel or character Discord can go here, such as:

  • Character Discord pins
  • Links or transcriptions of external personal documents and / or Dustloop User Docs
  • Tech videos, especially from Twitter hashtags
  • One-off or niche combo routes
  • Set-ups (for pressure, mix-ups, okizeme, or setplay)
  • Video analyses of matches and sets

If more opinionated works are posted, such as match-up charts, it is highly recommended that you include accreditation to the creator and any other important specifics (such as ordering or et cetera), so that readers can evaluate the sourcing. To readers, also note that this means you should consume at your own discretion. Not all strategy or reasoning may be fully explained, tested, or viable, so either be sure to ask the creators any questions (if possible), or do your own research in training mode.


Kokonoe Resource Hub


You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed.


What is a Bunker Loop and how can I do them?

Bunker Loops are exactly what they are, loops that involve the use of Kokonoe's special Armament No.2 "Broken Bunker Assault v2.21", specifically the held version of it. How the loops work is that whenever you hit your opponent with 236[A], it'll place a bomb on them that will remain active for 3 seconds before exploding. The bomb itself is blockable, but if the opponent doesn't block the explosion, it'll cause a juggle which can be combo'd off of. This is one of Kokonoe's main ways of corner carry.

Now the way the loops work is that first you would place the Bunker Bomb on them, and then you would continue the combo as normal. Now just before the bomb explodes, you would do another 236[A]. This will place down another bomb on them and the first bomb you had placed on them before will explode, allowing you to continue the combo.

The follow-up that you'll be using for the loops is: XX>236[A]>Bomb Explodes>6B>5C>3C(1)>236[A]

The amount of loops you can do with this depends on the combo itself. The average you'll see in combos is about 2-3 loops depending on the starter, though shorter starters may only allow you to do one loop.

You can get Bunker Loops off of a Grounded or Airborne opponent, however landing Counter Hit 236[A] will always guarantee Bunker Loops no matter what. Your enders for it depend on the situation and how much health your opponent has.

  • If your opponent still has health: Ending the combo in 5C will allow Kokonoe to use the Bunker Bomb in conjunction with her normal okizeme such as B Banishing Rays (22B) or Flame Cage (214A). The bomb compliments Kokonoe's oki tools very well as it can allow you to extend your pressure by placing another trap down, or to use it to cover your unsafe moves meterlessly (such as j.2C).
  • If your opponent is close to death: Then you can end the combo into Absolute Zero (236C) which will go into Crime of Greed if you have the 50 meter. This will be your go-to ender to close out rounds since the bomb gives you enough time to link 236C off of the explosion. It can also be used to set up Absolute Zero resets in the corner as well.

Are Golden Tager Combos necessary to learning Kokonoe?

No. No they are not. Golden Tager combos are one of Kokonoe's alternate win conditions and they are completely optional to learn. They are however, very execution heavy and require you to have at least a bit of understanding of how Kokonoe's tools work in order to do them.

Who are some notable Kokonoe mains to watch?

Matoi (JP), Guu (JP), BananaKen (US), Bmeister (CA), ScienceCat (US), Da_Joker_27 (US), TempestTim (US)


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