BBCF/Kokonoe/Combos

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< BBCF‎ | Kokonoe
Revision as of 15:17, 8 December 2021 by Blinkaji (talk | contribs) (→‎Advanced Combos: - Fixed Duplicate Combo)


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM = Amane
AR = Arakune
AZ = Azrael
BG = Bang
BU = Bullet
CR = Carl
CE = Celica
ES = Es
HK = Hakumen
HZ = Hazama
HI = Hibiki
TG = Tager
IN = Izanami
IZ = Izayoi
JI = Jin
JU = Jubei
KG = Kagura
KO = Kokonoe
LA = Λ-No.11-
LI = Litchi
MA = Mai
MK = Makoto
MU = Mu-12
NA = Naoto
NI = Nine
NO = Noel
NU = ν-No.13-
PL = Platinum
RC = Rachel
RG = Ragna
RE = Relius
SU = Susano'o
TK = Taokaka
TS = Tsubaki
VK = Valkenhayn
TE = Terumi


Resources

Kokonoe Resource Hub

Combo Theory

During a combo, 3C(1) must be delayed on the following in order for the combo to work properly midscreen and corner: Tager, Hazama, Tsubaki, Mu, Valkenhayn, and Terumi.

Makoto and Hakumen must have 3C(1) delayed while in the corner in order for the combo to work otherwise the combo will drop.

j.2C usually must have something covering it (such as a Graviton or a trap) or Kokonoe must spend meter in order to convert it into a full combo. However in the instances where:

  • Kokonoe lands j.2C as an air to air with the opponent slightly higher than her
  • Kokonoe lands a Fatal Counter Instant Overhead j.2C

Then Kokonoe can combo off j.2C without help since she'll be able to link j.2C into 5A.

You're going to want to learn combos that involve using no Gravitons at all in case you're put into a situation where you don't have any left in stock or you don't have enough for a big combo.

Basic Combos

Basic Combos
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 5A > 5B > 5C > 3C > 236A Anywhere All Beginner Very Very Basic Bread and Butter. Costs no Gravitons.
2 5A > 5B > 5C > 2C > 236A Anywhere All Beginner Very Basic combo going into 2C. Costs no Gravitons
3 5A > 5B > 5C > 2C > 4D > 5B > 5C > 236A > 66 > 5C > 236A Midscreen to Near Corner All Easy Basic Bread and Butter using a Graviton which gives corner carry. If it brought the opponent to the corner, then tack on 5C > 22B/214A for oki. Costs 1 Graviton.
4 5B > 5C > 3C > 236A > 6A > jc > j.C > j.3D > j.B(1) > j.C > j.214A Corner All Beginner Basic Corner Combo into Flame Cage Oki. Costs 1 Graviton.
5 3C > 236[A] > 5A > 5B > 6A > 6C > djc > j.2C > j.6D > (Bomb Explodes) 66 > 5B > 5C > 236A > 66 > 5C > 236A Midscreen All Beginner Basic Corner Carry Combo with 3C. Costs 1 Graviton.
6 3C > 236[A] > 5A > 5B > 6A > jc > j.B(2) > jc > j.B(2) > j.2C > j.2D > j.236D > 6B > 5C > 3C(1) > 236A Midscreen All Easy Another basic combo with 3C. Costs 2 Graviton. When the your opponent has low health, it's better to do 236C as an ender for a round finish when you have 50 meters or more.
Throw / Air Throw starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 Forward Throw > 6D > 236[A] > 5A > 236D > 22B > (Lightning Hits) 5B > 5C > 236[A] > (Bomb Explodes) 6B > 5C > 3C(1) > 236[A] > (Bomb Explodes) 6B > 5C > 22B/214X Anywhere All Corner Carry with Bunker Reps. If the throw combo didn't bring them all the way to the corner, then do 214X instead of 22B. Costs 2 Gravitons.
2 Back Throw > 9D > 236D > 66 > 5B > 6A > 6C > 5B > 5C > 3C(1) > 236A Midscreen to Near Corner All Basic Back Throw combo. Costs 2 Gravitons. You can do 22C (Teleport) in place of 9D > 236D to make the combo Gravitonless.
3 Forward Throw > 9D > 2C > 236D > 22B > 236[A] > (Lightning Hits) 6B > 5C > 3C(1) > 236[A] > (Bomb Explodes) > 5C > 22B Corner All Corner Bunker loops. Gives Banishing Rays and Bunker Oki. Costs 2 Gravitons. Can be used to setup for Absolute Zero reset if you have 50 meter (Replace 5C > 22B with 236C if you do).
4 Air Throw > j.9D > j.236B > j.B(1) > j.236D > 6B > 5C > 3C(1) > 236A Midscreen All Basic Aerial Throw combo. Cost 2 Gravitons.

Advanced Combos

Standard Starter Meterless Routes (5A / 5B / 5C / 2A / 2B / 6B )
# Combo Damage Heat Graviton Cost Notes
1 2A > 5B > 5C > 2C > 8D > 5B > 6A > 5B > 5C > 236A > 665C > 236A > 665C > 22B 2618 20 1 Video. Bread and Butter Corner Carry Route.
2 2A > 5B > 5C > 2C > 8D > 5B > 5C > 236A > 66C > j214B~D > 66 > 6B > 5C > 3C(1) > 22A > 5C > 214X 2830 19 2 Video. Fireball Launch Corner Carry Route - Reaches the Corner.
3 2A > 5B > 5C > 2C > 8D > 5B > 5C > 236A > 66C > j214B~D > 66 > jB > [1] 2556 19 2 Video. Fireball Launch Corner Carry Route - Corner to Corner Safe Jump.
4 2A > 5B > 5C > 2C > 5D > 5B > 5C > 236[A]~D > 5B > 6A > 5C > 3C > 236[A] > 6B > 5C > 3C(1) > 236[A] > 5C > 22B 2923 20 2 Video. Character Specifics. Bunker Loop Corner Carry Route.
5 6B > 5C > 2C > 5D > 5B > 5C > 236[A]~D > 5B > 5C > 3C > 236[A] > 5A > 6B > 5C > 6D > 214A 3084 21 2 Video. Character Specifics. Bunker Loop Corner Carry Route From 6B.
6 2A > 5B > 5C > 2C > 5D > 5B > 5C > 236A > Walk > 3C(1) > 22A > 6[A] > 6D > 5B > 5C > 214X 2641 18 2 Video. Meterless Side Swap Route.
7 2A / 2B > 5B > 6A > 6C > 8D > j236B > jB > 236[D]~]D[ > 22B > 2C > 6B > 5C > 3C(1) > 214X 3099 22 2 Meaty Anti Roll Route (OTG) - Standard Version
8 2A / 2B > 5B > 6A > 6C > 8D > j236B > jB > j236D > 22B > 5AA > 6B > 5C > 3C(1) > 214X 2911 20 2 Meaty Anti Roll Route (OTG) - Simple Version
9 2A > 5B > 5C > 3C > 236A > 5B > 6A > jC > j3D > jB(1) > jC > j214A 2196 18 1 Video. j3D Fireball Corner Okizeme Route.
Standard Starter Metered Routes (5A / 5B / 5C / 2A / 2B / 6B )
# Combo Damage Heat Graviton Cost Notes
1 2B > 5C > 3C > CT > 66 > 3C(1) > 4D > 5B > 5C > 236A > 66 > 236A > 5C > 22B 2230 Requires 17 1 25 Meter Corner Carry Route - When 2C Would Usually Whiff.
2 2A > 5B > 5C > 3C > 214214A > 5D > 22B > 5B > 5C > 2C > 6C > j2C > j236D > 6B > 5C > 3C(1) > 22A > 5C > 214X 3585 Requires 41 2 50 Meter Corner Carry Route - Superball Carry Version.
3 2A > 5B > 5C > 2C > 8D > 5B > 5C > 236A > 6C > jD > jB > j236D > 66[B] > 5C > 3C(1) > 236C 3899 Requires 30 3 50 Meter Damage Route - Similar to Fireball Launch.
4 2A > 5B > 5C > 2C > 8D > 5B > 5C > 236A > 66C > jD > jB > j236D > 66[B] > 214214A > 5D > 236C 4567 Requires 81 3 100 Meter Damage Route - Fireball Launch Like.
5 2A > 5B > 5C > 3C > 236A > 5B > 6A > jC > j3D > jB > jC > j2C > j236[D] > jC > j2C > ]D[ > 236C > RC~j9~1D~236[D] > 22B 2569 Requires 32 4 j5D Ice Reset Corner Okizeme Route.
j3D Fireball Okizeme Followups
# Combo Damage Heat Graviton Cost Notes
1 _____ > 22B => 6B > 5C > 2C > 6C > j9D > j236B > jC > j236[D] >~ ]D[ > 6B > 5C > 3C(1) > 22A > 5C > 214X 4448 32 2 High Followup.
2 _____ > 22B => 2B > 5C > 2C > 6C > j9D > j236B > jC > j236[D] >~ ]D[ > 6B > 5C > 3C(1) > 22A > 5C > 214X 3083 16 2 Low Followup.
3 _____ > 22C > 5B > 5C > 2C > 22B~D > 5B > j9 > 5B > 6A > jC > j3D > jB(1) > jC > j214A 2710 12 2 Crossup Followup.
j5D Ice Reset Okizeme Followups
# Combo Damage Heat Graviton Cost Notes
1 _____~]D[ > j2C > 6C > j9D > j236B > jC > j236[D] >~ ]D[ > 6B > 5C > 3C(1) > 22A > 5C > 214X 4459 25 2 Video. Crossup High Followup.
2 _____~]D[ -> 2B > 6[A] > jB > j2C > jD > jB~j236D > 6[B] > 5C > 3C(1) > 22A > 5C > 214X 3066 16 2 Video. Crossup Low Followup.
3 _____~]D[ > 2B > 6[A] > 6C > j7D > j236B > jB(1) > j236D > 22B => 5AA > 6B > 5C > 214X 3568 17 2 Low Followup.
4 _____~]D[ >~ 4BC >~ 2C > 236D > 22B > 236[A] >~ 5C > 2C > 6C > j2C > j3D > jC > j214X 3284 19 2 Throw Followup.
Alternate Starter Meterless Routes (2C / 6C / 3C)
# Combo Damage Heat Graviton Cost Notes
1 3C > 236[A] > 5A > 5B > 6A > 6C > j9~j2C > { 6D / 4D } > 66 > 5B > 5C > 236A > 66 > 5C > 236A > 5C > 22B 2368 15 1 3C Corner Carry and Side Swap Route.
2 3C > 236[A] >~ 5A > 5B > 5C > 3C > 236[A] > 6B > 5C > 3C(1) > 236[A] > 6B > 5C > 3C(1) > 236[A] > 5C > 214X 2291 15 0 3C Gravitonless Bunker Loops.
3 3C > 236[A] >~ 5A > 5B > 5C > 3C(1) > 4D > 5B > 5C > 22B > Run Under > 5B > 5C > 236[A]~D > 6B > 5C > 3C(1) > 236[A] > 5C > 214X 2681 18 2 3C Standard Side Swap Route.
4 3C > 236[A] >~ 5A > 5B > 5C > 3C > 236[A] > 66 > 6B > 5C > 236[A] > 5A > 6B > 5C > SJF > jB > [1] 2190 15 0 3C Safe Jump Router.
5 3C > 236[A] >~ 5A > 5B > 5C > 3C > 236[A] > 66 > 6B > 5C > 236[A] > 5A > 6B > 5C > IADF > ( 2B / 6B / Throw ) 2190 15 0 3C Standard Airdash Okizeme.
6 6C > jC > j9D > j236D > 66 > 5B > 5C > 3C(1) > 4D > 5B > 5C > 2C >~ 236A > 66 > 5C > 236A > 5C > 22B 3471 24 3 Video. 6C Corner Carry Route.
Alternate Starter Metered Routes (2C / 6C / 3C / j2C)
# Combo Damage Heat Graviton Cost Notes
1 j2C > RC > jB(1) > 6A > 6C > jC > j9D > j236D > 66 > 6B > 5C > 3C(1) > 22A > 5C > 214X 3003 Requires 43 2 j2C Rapid Cancel Conversion.
2 j2C > 214214A > 5D > 22B > 5B > 5C > 236[A]~D > 6B > 5C > 3C(1) > 236[A] > 6B > 5C > 3C(1) > 236[A] > 5C > 22B 4219 Requires 43 2 j2C Superball Conversion.
Aerial Starter Meterless Routes (6A / jA / jB / jC / j2C)
# Combo Damage Heat Graviton Cost Notes
1 6A > 6C > 8D > j236B > jB(1) > 236[D]~]D[ > 22B > 2C > 6B > 5C > 3C(1) > 214X 4019 28 2 6A Anti Air Damage Route - Standard Version.
2 6A > 6C > 8D > j236B > jB(1) > j236D > 22B > 5AA > 6B > 5C > 3C(1) > 214X 3685 26 2 6A Anti Air Damage Route - Simple Version.
3 jA(5) > djA(1) > jB(1) > j2C > jD > jB(1) > j236B > jB(1) > j236D > 22B > 5AA > 6B > 5C > 3C(1) > 214X 2181 15 2 Video. jA Air to Air Damage Route.
4 jB(1) > jC > j9D > j236D > 66 > 5B > 6A > 6C > 5B > 5C > 3C(1) > 22A > 5C > 214X 2574 19 2 jB / jC Air to Air Corner Carry Route.
5 j2C > 5D > 236D > 66 > 5B > 6A > 6C > 5B > 5C > 3C(1) > 22A > 5C > 214X 2889 20 2 j2C Air to Air Corner Carry Route.
6 jB(1) > jC > jD > jB > j236D > 22B > 5B > 5C > 6B > 5C > 3C > 236A > 5C > 22B 3198 21 2 jB / jC Air to Air Corner Route.
Throw Starter Meterless Routes (Forward Throw / Back Throw / Air Throw)
# Combo Damage Heat Graviton Cost Notes
1 BC > 6D > 236[A] > 5A > 236D~22B > 5B > 5C > 236[A] > 6B > 5C > 3C(1) > 236[A] > 5C > 214X 2881 20 2 Forward Throw Into Bunker Loops.
2 4BC > 5D >~ 3C(1) > 236[A] > 5A > 236D > 22B > 5B > 5C > 236[A] > 6B > 5C > 3C > 236[A] > 5C > 214X 2866 20 2 Video. Back Throw Into Bunker Loops.
3 jBC > j3D > 66(1) > 236[A]~D > 6B > 5C > 3C(1) > 236[A] > 6B > 5C > 3C(1) > 236[A] > 5C > 214X 2760 19 2 Video. Air Throw Into Bunker Loops.
4 BC > 5D > 5C > 22B~D > 236[A] > 6B > 5C > 3C(1) > 236[A] > 6B > 5C > 3C(1) > 236[A] > 5C > 22B 3317 23 2 Corner Forward Throw Into Bunker Loops.
5 BC > 9D >~ 2C >~ 236D > 22B > 236[A] >~ 5C > 2C > 6C > j2C > j3D > jC > j214X 3284 23 2 Corner Forward Throw Okizeme Route.
6 BC > 9D > 236B > jC > 236[D] >~ ]D[ > 6B > 5C > 3C(1) > 22A > 5C > 214X 3393 23 2 Corner Forward Throw Damage Route.
7 jBC > j9D > 2C > 236D > 22B > 236[A] >~ 5C > 2C > 6C > j2C > j3D > jC > j214X 3284 23 2 Corner Air Throw Okizeme Route.
8 4BC > 9D >~ 2C > 236D > 22B > 236[A] > 6B > 5C > 3C(1) > 236[A] > 5C > 22B 3284 23 2 Cornered Back Throw Okizeme Route.
Special and Distortion Starter Routes (236A / 236B / 22B / 214214X)
# Combo Damage Heat Graviton Cost Notes
1 236[A] > RC > 5B > 5C > 2C > 5D > 5B > 6A > 5C > 22B > 2C > 236[A]~D > 6B > 5C > 3C(1) > 236[A] > 6B > 5C > 3C(1) > 236[A] > 5C > 214X 3672 Requires 46 1 Video.
2 [ Lightning Hit ] > 5B > 6A > 6C > 5B > 5C > 3C(1) > 4D > 5B > 5C > 236A > 66 > 236A > 5C > 22B 3362 23 1 Banishing Rays Corner Carry Route.
3 [ Lightning Hit ] > 5B > 6A > 6C > 8D > j236B > jB > 236[D]~]D[ > 22B > 2C > 6B > 5C > 3C(1) > 214X 3855 26 2 Banishing Rays Damage Route.
4 [ Lightning Hit ] > jB > j2C > j5D > jB > j236D > ( Run Under ) > 5B > 5C > 3C(1) > 22A > 5C > 214X 2951 21 2 Banishing Rays Side Swap Route.
5 [ Lightning Hit ] > j2C > 5C > 3C(1) > 7D > 5B > 5C > 6C > j214B >~ D > 66 > 6B > 5C > 3C(1) > 22A > 5C > 214X 3897 27 2 Banishing Rays Fireball Launch Route - Reaches the Corner.
6 214214A > 5D > 22B > 5B > 5C > 236D > 6B > 5C > 3C(1) > 22A > 5C > 214X 3157 Requires 50 2 Superball Corner Carry Route.
7 214214A > 6D > 236D~22B > 236[A] > 5C > 2C > 6C > j2C > j3D > jC > j214X 3425 Requires 50 2 Superball Sideswap Cornered Route.
Counter Hit Starter Damage Routes (All)
# Combo Damage Heat Graviton Cost Notes
1 5C > 22C > 6[A] > [AB] >~ 6C > j8D > j236B > jB(1) > j236D > 22B > 5AA > 6B > 5C > 3C(1) > 236C 6952 Requires 47 2 Video. 5C High Damage Counter Hit Confirm - Crush Trigger Version.
2 5C > 22C > 6[A] > 6C > j8D > j236B > jB(1) > 236[D]~]D[ > 22B > 2C > 6B > 5C > 3C(1) > 236C 6404 Requires 12 2 5C High Damage Counter Hit Confirm - Standard Version.
3 5C > 22C > 6[A] > 6C > j8D > j236B > jB(1) > j236D > 22B > 5AA > 6B > 5C > 3C(1) > 236C 5953 Requires 15 2 5C High Damage Counter Hit Confirm - Simple Version.
4 6C > 5B > 6A > 6C > j8D > j236B > jB(1) > 236[D]~]D[ > 22B > 2C > 6B > 5C > 3C(1) > 236C 5553 Requires 20 2 6C High Damage Fatal Counter Confirm - Standard Version.
5 6C > 5B > 6A > 6C > j8D > j236B > jB(1) > j236D > 22B > 5AA > 6B > 5C > 3C(1) > 236C 5254 Requires 20 2 6C High Damage Fatal Counter Confirm - Simple Version.
6 236[A] > 5B > 5C > 2C > 5D > 5B > 5C > 22B > 2C > 236[A]~D > 6B > 5C > 3C(1) > 236[A] > 6B > 5C > 3C(1) > 236[A] > 5C > 214X 3695 26 1 236[A] High Damage Counter Hit Confirm.
Overdrive and Overdrive Cancel Routes (All)
# Combo Damage Heat Graviton Cost Notes
1 5B > 5C > 3C > 5D > 5B > 5C > 236B > 5B > 236D > 6B > 5C > 3C(1) > 236C 5514 Requires 21 2 Overdrive Damage Route - {OD=100%}.
2 5B > 5C > 3C > 5D > 5B > 236[A]~D > 6B > 5C > 3C(1) > 236[A] > 6B > 5C > 3C(1) > 236[A] > 5C > 22B 3242 22 2 Video. Overdrive Corner Carry Route - {OD=100%}.
3 ( 5C > ) 3C > ODC > 5B > 5C > 3C(1) > 5D > 5C > 236B > 5C > 2C > 6C > j2C > 236[D] > 6B > 214214A > 5D > 236C 5506 22 2 100 Meter Overdrive Damage Route - {OD=100%}.

Golden Tager Combos

Golden Tager combos require you to know how much health you have left since the less health you have, the more damage you'll be able to get off of it. Remember, the more you spin the stick while holding down the C button, the more damage will be tacked on when Golden Tager fires. Note that 6A>236[D]~64641236[C]~]D[~]C[ combo routes require you to have 40% HP or less, otherwise you'll end up getting regular Dreadnought Destroyer instead.

Golden Tager Guide by TempestTim

Video Examples

Note: The Koko videos from CF1 still apply in CF2

BBCF2 Koko Beginner Combos

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BBCF2 New Activate Explanation

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BBCF2 Koko Midscreen Routes

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BBCF Kokonoe Forward Throw Routes

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BBCF Kokonoe Midscreen Fireball Oki

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Bunker Setplay Explanation

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Confirming off of 5B when used on an airborne opponent

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