Overview
A genius scientist part of the organization “Sector Seven” that opposes the Librarium, and is the creator of Tager. She led an operation to rescue Hakumen, who had fallen through dimensions. While the two tolerate each other, in order to monitor Hakumen’s unexpected actions, she dispatches Tager. She continues her research to defeat Yuki Terumi.
- Movement Options
- Gravitrons, Double Jump, 1 Airdash, Dash type: Run
Kokonoe's Drive summons a Graviton onto the field. The instant the Graviton appears it'll start vacuuming the opponent and objects towards it from a distance. Objects seem to be vacuumed in from a farther range than characters. When one is summoned it also changes properties of some moves. The most notable change it causes is to Kokonoe's Ennetsu Flame Cage (214A/B/C), which gains the ability to change it's trajectory. When a Graviton is summoned it'll gradually drain Kokonoe's Graviton Gauge until it's withdrawn from the field by either running out of Graviton Gauge, Activating (236D), Withdrawing (214D), or staying on the field for a specific duration. Only can have one Graviton can be on the field at a time per character.
The first two icons represent the Dengeki Banishing Ray (22A/B) and Ennetsu Flame Cage (214A/B/C) stocks. You can only have one of each move out on the field at a time. You start the match with both icons lit up. When the respective move is visible on the screen the icon for it will turn grey. Once the move is no longer visible on the screen the icon will light back up, and you can use the move again.
The third icon including the bar represents your Graviton gauge. Graviton Gauge bar changes color depending on the situation:
- Blue means a Graviton is summoned on the field. Graviton Gauge is gradually drained. You can summon the Graviton to a new location, Activate (236D) it, or Withdraw (214D) it.
- Yellow means the Graviton was Activated (236D). Graviton Gauge is paused from recovery, and the user is inable to summon a new one.
- Green is recovery. Graviton Gauge is gradually recovered till it reaches full. You can summon a Graviton at any moment during.
In Chrono Phantasma Extend, the Graviton gauge is replaced with a Graviton Stock, with up to 9 being stored at a time. The stocks decrease by one each time a Graviton is summoned or activated, and slowly restores at a rate of one Graviton every 300 frames. This timer is paused while a Graviton is on the field or there is hitstop in effect, and the timer resets each time a Graviton is deployed.
Pros | Cons |
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Health | 100 - 90% | 89 - 80% | 79 - 70% | 69 - 60% | 59 - 50% | 49 - 40% | 39 - 30% | 29 - 20% | 19 - 10% | 9 - 0% |
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Overdrive |
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This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning) |
Normal Moves
5A
5B
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
500 | SDrOJR | HL | 11 | 3 | 19 | -5 | B | - |
- Moves you slightly forward on startup.
A fair normal that closes the distance between you and your opponent. It's relatively unsafe on block (so much for a helmet), but the forward movement helps keep up blockstring pressure and makes certain follow-ups easier to land.
5C
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
800 | SDrOJR | HL | 14 | 2 | 20 | -6 | P | - |
- Move counts as a projectile.
- On air hit, will launch opponents across the screen.
- Causes wallbounce in the corner.
Kokonoe summons a... Thing to launch compressed air at the opponent. It has okay range, but is primarily used as combo filler, especially in the corner. If the opponent cannot tech beforehand, an air hit will launch them backwards a fair distance, or directly into a wallbounce if they are close enough to the corner.
2A
2B
2C
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
1080 | SDrO(J)R | HL | 18 | 3 | 13 | +3 | F | - |
- Fatal on Counter Hit.
With good reach and fair frame advantage, this is a good move to close out blockstrings or to set a trap after. Its high knockback means you'll need to reapproach your opponent. With proper spacing, this can act as a pseudo-frame trap to punish mashers with bad spacing.
6A
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Normal | 540 | SDrOJR | HL | 11 | 4 | 18 | -5 | B | - |
Charge | 650 | SDrOJR | HL | 21-23 | 4 | 18 | -3 | B | - |
- Has no head invulnerability.
- Will whiff on crouching opponents.
Kokonoe's main anti-air. Though it doesn't have head invulnerability, its decent range means it can outreach a fair amount of air-to-ground moves. Since it is a mostly vertical hitbox, however, good positioning and a solid read on an incoming opponent is needed to effectively use it.
6B
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Normal | 430, 244 | SDrOR | HB | 25 | 2(11)2 | 21 | -6 | B | - |
Charge | 500, 300 | SDrOR | HB | 41-43 | 2(15)2 | 14 | +5 | B | - |
- Overhead hits twice.
- Forces crouching state.
- Full charge causes a ground bounce.
Kokonoe's only grounded overhead, its immense start up means you only see it used during/after a trap setup, or on an opponent with an irrationally high level of conditioned respect to your blockstrings. The second hit forces opponents into a crouching state; if fully charged, the opponent will bounce off of the ground and be considered airborne.
6C
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
1250 | SDrOJR | All | 22 | 3 | 30 | -15 | B | - |
- Fatal on Counter Hit.
- Kokonoe is considered airborne during this move.
- Launches opponents into the air.
A heavy hitter seen almost exclusively in combos. Its slow startup makes this a bad move to throw out carelessly, and though it has a wide hitbox, the opponent can easily react to it and either block, counter hit, or avoid it entirely.
3C
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
450, 288 | (S)DrOR | LB | 14 | 3(6)3 | 15 | -4 | F | - |
- Has a dead zone approximately one character space in front of her.
- Only the first hit is a low.
- Opponent is considered airborne on the second hit.
Kokonoe uses a retractable claw to yank the opponent off of their feet. Though the deadzone is rarely an issue during a standard blockstring or combo, be careful throwing out this move with improper spacing, and be aware of any active Gravitons that may pull the opponent into the deadzone.
j.A
j.B
j.C
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
800 | S(Dr)OR | All | 16 | 3 | 35 | - | P | - |
- Cancels air momentum.
- On air hit, launches opponents across the screen.
- Counts as a projectile.
You'll normally be seeing this as combo filler and confirming as it is not much better than her other air options. This does cause her aerial momentum to stop, so it can be used to dodge some anti-air attempts or maintain spacing. Unless the opponent can tech beforehand, an air-to-air hit will cause a wallbounce even at midscreen.
j.2C
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
1000 | SDrOR | HA | 17 | 5 | 21 | - | H | - |
- Fatal on Counter Hit.
- Cancels air momentum.
Like 2C and 6C, the drill has a large hitbox, but has significantly better startup. Because it cancels momentum, it can bait and effectively punish anti-airs, and is considered one of her better air-to-ground options. It can also be used as a makeshift cross-up.
Drive Moves
- Notes
- Total 9 Graviton Stocks
Summon Graviton
Direction + D, air OK
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
- | - | - | 16 | 300 | 32T | - | - | - |
- Summons a Graviton in the desired location, pulling opponents towards it.
- Consumes one Graviton stock.
- Remains active for 240 frames.
- Will replace existing Gravitons.
The location in which the Graviton is summoned depends on the direction held and the respective visible screen area. If there is no directional input, Kokonoe summons the Graviton directly in front of her.
Activate Graviton
236D, air OK
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Normal | 500 | - | All | 11 | - | 23T | - | - | - |
Overdrive | 750 | - | All | 11 | - | 23T | - | - | - |
- Activates the placed Graviton, quickly pushing the opponent away or striking them.
- Consumes one Graviton Stock.
Primarily used as a means of controlling space, as it forces the opponent away from the Graviton at a high speed.
In CPEX, this move only strikes the opponent if they are in hitstun, and as such, cannot be used as a starter.
Retrieve Graviton
214D, air OK
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
- | - | - | 16 | - | 32T | - | - | - |
- Disables the Graviton on the field.
- Does not consume a Graviton Stock.
When this move is used, the cooldown until another Graviton Stock is added is reduced by 120 frames, meaning that it is partially refunded. This does not affect stock regeneration past the first time.
Universal Mechanics
Forward Throw
5/6B+C
Back Throw
4B+C
Air Throw
j.B+C
Counter Assault
6A+B (While Blocking)
Crush Trigger
5A+B
Specials
Armament No.2 "Broken Bunker Assault v2.21"
236A/B
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
A | 600, 441, 338 | R | All | 15 | 3 | 23 | -8 | B | - |
B | 700, 515, 500 | R | All | 24-31 | 3 | 29 | -14 | B | - |
- NOT a command grab; can be blocked.
- Follow-up only occurs on hit.
Kokonoe dashes towards her opponents and catches them in an iron grip, before sending them off with an explosive payload. The A version is faster overall, but the B version covers about 3/4 of the screen length, which makes it better for long-distance confirms. The A version's explosive payload detonates immediately on a wallbounce, whereas the B version explodes after a delay.
Armament No.3 "Absolute Zero v4.32"
236C
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
500, 1673-2000 | R | All | 29 | 62 | 12 | -8 | P | - |
- Ice beam hits multiple times on block, only once on hit.
- Follow-up only occurs on hit.
- Unless Rapid-Canceled, if 50 Heat is available, will execute Armament No. 8.
One of Kokonoe's combo enders. Rapid canceling the freeze on hit allows for a Graviton/Trap setup, otherwise it has no follow-up. Be considerate when using this move with 50 Heat available, as it might be better spent on a RC freeze okizemi instead of the additional damage.
Armament No.4α "Flame Cage v1.43"
214A/B/C, air OK
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
A | 240, 140, 129, 119, 109, 100 | - | All | 31 | - | 42T | - | P | - |
B | 240, 140, 129, 119, 109, 100 | - | All | 31 | - | 42T | - | P | - |
C | 240, 140, 129, 119, 109, 100 | - | All | 31 | - | 42T | - | P | - |
- Trajectories are affected by Graviton.
Kokonoe shoots a fireball upwards, then curves downwards in one of three possible paths:
- A Version has it land in front of Kokonoe.
- B Version has it land about 1/2 of a screen length.
- C Version has it land almost an entire screen length away.
It is mainly used as part of an okizemi setup and as fancy combo filler. If a Graviton is present on the field, it will be instantly drawn to its center, and shot away if the Graviton is activated.
Armament No.5 "Banishing Rays v3.10"
22A/B
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
A | 720 | R | All | 24 | 6 | 42T | - | P | - |
B | 400, 209×5 | R | All | 71 | 2×6 | 33T | - | P | - |
- Counts as a multi-projectile.
- Only one can be deployed at a time.
Kokonoe's primary trap, it sees its use in both combos and, more frequently, in okizemi setups. The A Version strikes immediately, whereas the B Version, after a slight delay, triggers by the opponents proximity, or after a set amount of time passes.
Armament No.6 "Planar Haze v1.24"
22C
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
- | - | - | - | - | 33T | - | - | 1-24 All |
- Invulnerable to everything.
- Cannot cross-up in the corner.
- Will prioritize Graviton position.
Kokonoe teleports about two character lengths forwards or, if a Graviton is present, directly to one. Though it's dangerous to throw out as it can be easily punished, its frame 1 invincibility means it can be used to dodge a particularly undesirable okizemi setup, but only if the opponent has no means of punishing it. Can also be used to dodge certain high-commitment moves and, with the help of a Graviton, for fast movement.
Distortion Drives
Armament No.4β "Pyro: Flaming Belobog v2.73"
214214A/B/C, air OK
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
A | 1000, 100, 96, 91, 86, 82, 78, 74, 70, 67, 63, 60, 57 | R | All | 5+5 | - | 48T | -18 | P | 1-12 All |
B | 1000, 100, 96, 91, 86, 82, 78, 74, 70, 67, 63, 60, 57 | R | All | 5+8 | - | 51T | -18 | P | 1-15 All |
C | 1000, 100, 96, 91, 86, 82, 78, 74, 70, 67, 63, 60, 57 | R | All | 5+11 | - | 54T | -18 | P | 1-18 All |
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
Armament No.7 "Jamming Dark v1.65"
632146D
Armament No.8 "Hiten Greed Climb v1.00"
Automatic after 236C
Armament No.00 "Dreadnought Destroyer"
64641236C, air OK
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
3220-6766 (3782 mid-air) | - | All | 5+31+12 | - | 188T | - | P | 1-5, 36-98 All |
- Can be charged up.
- Costs 100 Heat.
Kokonoe summons a giant Mecha-Tager to fire a beam that covers the entire screen. Can be charged up both by holding C during the super (which delays its activation) and by rotating the stick in a circular motion.
Armament No.01 "Super Dreadnought Exterminator"
64641236C, air OK
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
4841-13806 (4255 mid-air) | - | All | 5+31+12 | - | 188T | - | P | 1-5, 36-98 All |
- Can be charged up.
- Costs 100 Heat.
Kokonoe summons a giant Golden Mecha-Tager to fire a beam that covers the entire screen. Can be charged up both by holding C during the super (which delays its activation) and by rotating the stick in a circular motion. If fully-charged, on a raw hit, this can instantly kill any opponent, though it's decidedly hard to land except in very specific combos.
Astral Heat
Armament No.99 "Final Apocalypse" Ultimate Impact
720D
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
Death | - | c.T (?) | 4+0 | - | - | - | T | - |
- Command grab.
- Has no invincibility.
Kokonoe's impossible-to-combo Astral. Though it has no invincibility, its 0-frame startup after the super-flash means it can be used to catch unaware opponents that won't disrespect your approach.
External References
- Japanese Name: ココノエ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread