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==Overview== | |||
| | <div id="home-content" class="home-grid"> | ||
{{card|width=4 | |||
| | |content=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. | ||
|| | }} | ||
[[File:BBCP_Kokonoe_Portrait.png|350px | {{card|width=2|height=3 | ||
|header=Kokonoe | |||
|content=[[File:BBCP_Kokonoe_Portrait.png|350px]] | |||
{{CharData-BBCPE | |||
|health=10,500 | |health=10,500 | ||
|comboRate=65% | |comboRate=65% | ||
Line 15: | Line 16: | ||
;Movement Options | ;Movement Options | ||
:Gravitrons, Double Jump, 1 Airdash, Dash type: Run | :Gravitrons, Double Jump, 1 Airdash, Dash type: Run | ||
}} | |||
{{card|width=4 | |||
|header=Drive: Graviton | |||
|content=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 When a Graviton is summoned it'll gradually drain Kokonoe's Graviton Gauge until it's withdrawn from the field by either running out of Graviton Gauge, Activating (236D), Withdrawing (214D), or staying on the field for a specific duration.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.<br/> | |||
{{ | |||
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 When a Graviton is summoned it'll gradually drain Kokonoe's Graviton Gauge until it's withdrawn from the field by either running out of Graviton Gauge, Activating (236D), Withdrawing (214D), or staying on the field for a specific duration.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.<br/> | |||
<br/> | <br/> | ||
[[File:BBCP_Kokonoe_Graviton_Gauge.png]]<br/> | [[File:BBCP_Kokonoe_Graviton_Gauge.png]]<br/> | ||
Line 58: | Line 29: | ||
*Yellow means the Graviton was Activated (236D). Graviton Gauge is paused from recovery, and the user is inable to summon a new one. | *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.<br/> | *Green is recovery. Graviton Gauge is gradually recovered till it reaches full. You can summon a Graviton at any moment during.<br/> | ||
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. | |||
|header2=Overdrive: Graviton Rage | |||
Overdrive, which temporarily boosts Kokonoe's abilities. While active the Graviton effect is strengthened, decreasing the consumption of the Graviton gauge and increasing its recovery. | |content2= | ||
Overdrive, which temporarily boosts Kokonoe's abilities. While active the Graviton effect is strengthened, decreasing the consumption of the Graviton gauge and increasing its recovery. | |||
= | }} | ||
{{ProsAndCons | |||
|intro= | |||
|pros= | |||
*Very high damage output. | *Very high damage output. | ||
*Amazing tools to setup mixups. | *Amazing tools to setup mixups. | ||
Line 68: | Line 42: | ||
*Huge vertical Anti-Air. | *Huge vertical Anti-Air. | ||
*Great chip damage options if a Graviton is summoned near the opponent. | *Great chip damage options if a Graviton is summoned near the opponent. | ||
*Very high mobility with a fast dash, and teleport. | *Very high mobility with a fast dash, and teleport. | ||
|cons= | |||
*Lack of a good meterless defensive option. | *Lack of a good meterless defensive option. | ||
*Very space dependent to set up traps. | *Very space dependent to set up traps. | ||
*Slower-than-average normal attacks | *Slower-than-average normal attacks | ||
*Low health. | *Low health. | ||
<br/> | }} | ||
</div> | |||
<br clear=all /> | |||
{| class="wikitable" style="text-align: center;" | |||
|+Remaining Health vs. Overdrive Duration (in Frames) | |||
|- | |||
!Health !! 100 - 90% !! 89 - 80% !! 79 - 70% !! 69 - 60% !! 59 - 50% !! 49 - 40% !! 39 - 30% !! 29 - 20% !! 19 - 10% !! 9 - 0% | |||
|- | |||
!Overdrive | |||
|| | |||
|- | |||
|} | |||
{{warning|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== | |||
===<big>5A</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_5A.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=300 | |||
|cancel=CSDrOJR | |||
|p1=100 | |||
|p2=77 | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=6 | |||
|active=3 | |||
|recovery=11 | |||
|frameAdv=-2 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=B | |||
|invul= | |||
|hitbox=Kokonoe/5A | |||
}} | |||
|} | |||
*Fastest normal, less than optimal poke. | |||
*Can be low-profiled. | |||
Kokonoe's fastest normal at 6 frames. Can be used to continue a combo after 3C on certain characters before they perform a ground tech. | |||
</div> | |||
</div> | |||
===<big>5B</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_5B.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=500 | |||
|cancel=SDrOJR | |||
|p1=100 | |||
|p2=89 | |||
|smp= | |||
|starter= | |||
|guard=HL | |||
|startup=11 | |||
|active=3 | |||
|recovery=19 | |||
|frameAdv=-5 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=B | |||
|invul= | |||
|hitbox=Kokonoe/5B | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
===<big>5C</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_5C.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=800 | |||
|cancel=SDrOJR | |||
|p1=100 | |||
|p2=89 | |||
|smp= | |||
|starter= | |||
|guard=HL | |||
|startup=14 | |||
|active=2 | |||
|recovery=20 | |||
|frameAdv=-6 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=P | |||
|invul= | |||
|hitbox=Kokonoe/5C | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
===<big>2A</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_2A.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=300 | |||
|cancel=CSDrOR | |||
|p1=90 | |||
|p2=77 | |||
|smp= | |||
|starter= | |||
|guard=LA | |||
|startup=7 | |||
|active=4 | |||
|recovery=11 | |||
|frameAdv=-3 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=F | |||
|invul= | |||
|hitbox=Kokonoe/2A | |||
}} | |||
|} | |||
Only one frame slower than her 5A, 2A has better range and is usually the better option when you have a bit of distance from your opponent. | |||
</div> | |||
</div> | |||
===<big>2B</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_2B.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=400, 244 | |||
|cancel=SDrOR | |||
|p1=90 | |||
|p2=85, 85 | |||
|smp= | |||
|starter= | |||
|guard=LB | |||
|startup=10 | |||
|active=3(6)3 | |||
|recovery=12 | |||
|frameAdv=-1 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=F | |||
|invul= | |||
|hitbox=Kokonoe/2B | |||
}} | |||
|} | |||
*Hits twice. | |||
Kokonoe's multi-hit low, its acceptable frame advantage makes it worth putting in blockstrings, though you'll rarely see it in her more damaging combos. | |||
</div> | |||
</div> | |||
===<big>2C</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_2C.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=1080 | |||
|cancel=SDrO(J)R | |||
|p1=100 | |||
|p2=92 | |||
|smp= | |||
|starter= | |||
|guard=HL | |||
|startup=18 | |||
|active=3 | |||
|recovery=13 | |||
|frameAdv=+3 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=F | |||
|invul= | |||
|hitbox=Kokonoe/2C | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
===<big>6A</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_6A.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |||
|damage=540 | |||
|cancel=SDrOJR | |||
|p1=90 | |||
|p2=89 | |||
|smp= | |||
|starter= | |||
|guard=HL | |||
|startup=11 | |||
|active=4 | |||
|recovery=18 | |||
|frameAdv=-5 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=B | |||
|invul= | |||
|hitbox=Kokonoe/6A | |||
}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Charge | |||
|damage=650 | |||
|cancel=SDrOJR | |||
|p1=90 | |||
|p2=92 | |||
|smp= | |||
|starter= | |||
|guard=HL | |||
|startup=21-23 | |||
|active=4 | |||
|recovery=18 | |||
|frameAdv=-3 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=B | |||
|invul= | |||
|hitbox=Kokonoe/6A | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
===<big>6B</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_6B.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |||
|damage=430, 244 | |||
|cancel=SDrOR | |||
|p1=80 | |||
|p2=89, 94 | |||
|smp= | |||
|starter= | |||
|guard=HB | |||
|startup=25 | |||
|active=2(11)2 | |||
|recovery=21 | |||
|frameAdv=-6 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=B | |||
|invul= | |||
|hitbox=Kokonoe/6B | |||
}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Charge | |||
|damage=500, 300 | |||
|cancel=SDrOR | |||
|p1=80 | |||
|p2=94, 94 | |||
|smp= | |||
|starter= | |||
|guard=HB | |||
|startup=41-43 | |||
|active=2(15)2 | |||
|recovery=14 | |||
|frameAdv=+5 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=B | |||
|invul= | |||
|hitbox=Kokonoe/6B | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
===<big>6C</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_6C.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=1250 | |||
|cancel=SDrOJR | |||
|p1=90 | |||
|p2=82 | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=22 | |||
|active=3 | |||
|recovery=30 | |||
|frameAdv=-15 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=B | |||
|invul= | |||
|hitbox=Kokonoe/6C | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
===<big>3C</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_3C.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=450, 288 | |||
|cancel=(S)DrOR | |||
|p1=90 | |||
|p2=89(Once) | |||
|smp= | |||
|starter= | |||
|guard=LB | |||
|startup=14 | |||
|active=3(6)3 | |||
|recovery=15 | |||
|frameAdv=-4 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=F | |||
|invul= | |||
|hitbox=Kokonoe/3C | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
===<big>j.A</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_jA.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=130, 85, 79 | |||
|cancel=SOJR | |||
|p1=90 | |||
|p2=92×N | |||
|smp= | |||
|starter= | |||
|guard=HA | |||
|startup=6 | |||
|active= | |||
|recovery=~8 | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=H | |||
|invul= | |||
|hitbox=Kokonoe/jA | |||
}} | |||
|} | |||
This won't beat other air-to-air options, but it is good for catching the opponent before they can throw out a move. Can occasionally be used as a jump-in, especially against larger characters. | |||
</div> | |||
</div> | |||
===<big>j.B</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_jB.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=420, 268 | |||
|cancel=SDrOJR | |||
|p1=90 | |||
|p2=89(Once) | |||
|smp= | |||
|starter= | |||
|guard=HA | |||
|startup=10 | |||
|active=4(3)4 | |||
|recovery=11 | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=H | |||
|invul= | |||
|hitbox=Kokonoe/jB | |||
}} | |||
|} | |||
*Hits twice. | |||
Not a very good air-to-air, all things considered, but the second hit can catch some blocking opponents off-guard. | |||
</div> | |||
</div> | |||
===<big>j.C</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_jC.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=800 | |||
|cancel=S(Dr)OR | |||
|p1=90 | |||
|p2=92 | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=16 | |||
|active=3 | |||
|recovery=35 | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=P | |||
|invul= | |||
|hitbox=Kokonoe/jC | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
===<big>j.2C</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_j2C.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=1000 | |||
|cancel=SDrOR | |||
|p1=90 | |||
|p2=92 | |||
|smp= | |||
|starter= | |||
|guard=HA | |||
|startup=17 | |||
|active=5 | |||
|recovery=21 | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=H | |||
|invul= | |||
|hitbox=Kokonoe/j2C | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
<br clear=all/> | |||
==Drive Moves== | |||
;Notes | |||
*Total 9 Graviton Stocks | |||
===<big>Summon Graviton</big>=== | |||
<span class="input-badge">'''Direction + D, air OK'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_5D.png |*Click Image for Enlargement | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=- | |||
|cancel=- | |||
|p1= | |||
|p2= | |||
|smp= | |||
|starter= | |||
|guard= | |||
|startup=16 | |||
|active=300 | |||
|recovery=32T | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=- | |||
|invul= | |||
|hitbox=Kokonoe/5D | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
===<big>Activate Graviton</big>=== | |||
<span class="input-badge">'''236D, air OK'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_236D.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Normal | |||
|damage=500 | |||
|cancel=- | |||
|p1=70 | |||
|p2=92 | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=11 | |||
|active= | |||
|recovery=23T | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute= | |||
|invul= | |||
|hitbox=Kokonoe/236D | |||
}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=Overdrive | |||
|damage=750 | |||
|cancel=- | |||
|p1=70 | |||
|p2=92 | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=11 | |||
|active= | |||
|recovery=23T | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute= | |||
|invul= | |||
|hitbox=Kokonoe/236D | |||
}} | |||
|} | |||
*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.<br/> | |||
In CPEX, this move only strikes the opponent if they are in hitstun, and as such, cannot be used as a starter. | |||
</div> | |||
</div> | |||
===<big>Retrieve Graviton</big>=== | |||
<span class="input-badge">'''214D, air OK'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_214D.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=- | |||
|cancel=- | |||
|p1= | |||
|p2= | |||
|smp= | |||
|starter= | |||
|guard= | |||
|startup=16 | |||
|active= | |||
|recovery=32T | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=- | |||
|invul= | |||
|hitbox=Kokonoe/214D | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
<br clear=all/> | |||
==Universal Mechanics== | |||
===<big>Forward Throw</big>=== | |||
<span class="input-badge">'''5/6B+C'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_ForwardThrow.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=0, 0, 1400 | |||
|cancel=SDrRO | |||
|p1=100 | |||
|p2=60 | |||
|smp= | |||
|starter= | |||
|guard=T | |||
|startup=7 | |||
|active=3 | |||
|recovery=19 | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=T | |||
|invul= | |||
|hitbox=Kokonoe/ForwardThrow | |||
}} | |||
|} | |||
*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 | |||
</div> | |||
</div> | |||
===<big>Back Throw</big>=== | |||
<span class="input-badge">'''4B+C'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_BackThrow.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=0, 0, 1400 | |||
|cancel=SDrRO | |||
|p1=100 | |||
|p2=60 | |||
|smp= | |||
|starter= | |||
|guard=T | |||
|startup=7 | |||
|active=3 | |||
|recovery=19 | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=T | |||
|invul= | |||
|hitbox=Kokonoe/BackThrow | |||
}} | |||
|} | |||
*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 | |||
</div> | |||
</div> | |||
===<big>Air Throw</big>=== | |||
<span class="input-badge">'''j.B+C'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_AirThrow.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=0, 1400 | |||
|cancel=SDrRO | |||
|p1=100 | |||
|p2=60 | |||
|smp= | |||
|starter= | |||
|guard=T | |||
|startup=7 | |||
|active=3 | |||
|recovery=15 | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=T | |||
|invul= | |||
|hitbox=Kokonoe/AirThrow | |||
}} | |||
|} | |||
*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 | |||
</div> | |||
</div> | |||
===<big>Counter Assault</big>=== | |||
<span class="input-badge">'''6A+B (While Blocking)'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_5B.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=0 | |||
|cancel=R | |||
|p1=50 | |||
|p2=92 | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=13 | |||
|active=3 | |||
|recovery=33 | |||
|frameAdv=-12 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=B | |||
|invul= | |||
|hitbox=Kokonoe/5B | |||
}} | |||
|} | |||
*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 | |||
</div> | |||
</div> | |||
===<big>Crush Trigger</big>=== | |||
<span class="input-badge">'''5A+B'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_CT.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=1000 | |||
|cancel=R | |||
|p1=80 | |||
|p2=100 | |||
|smp= | |||
|starter= | |||
|guard=HL | |||
|startup=30-64 | |||
|active=1 | |||
|recovery=21 | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=B | |||
|invul= | |||
|hitbox=Kokonoe/CT | |||
}} | |||
|} | |||
*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 | |||
</div> | |||
</div> | |||
<br clear=all/> | |||
==Specials== | |||
===<big>Armament No.2 "Broken Bunker Assault v2.21"</big>=== | |||
<span class="input-badge">'''236A/B'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_236A.png | | |||
BBCP_Kokonoe_236A_2.png |武装No02「突撃ブロークンバンカー Ver2.21」 | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=A | |||
|damage=600, 441, 338 | |||
|cancel=R | |||
|p1=100 | |||
|p2=92, 92, 70 | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=15 | |||
|active=3 | |||
|recovery=23 | |||
|frameAdv=-8 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=B | |||
|invul= | |||
|hitbox=Kokonoe/236A | |||
}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=B | |||
|damage=700, 515, 500 | |||
|cancel=R | |||
|p1=100 | |||
|p2=92, 92, 70 | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=24-31 | |||
|active=3 | |||
|recovery=29 | |||
|frameAdv=-14 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=B | |||
|invul= | |||
|hitbox=Kokonoe/236B | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
===<big>Armament No.3 "Absolute Zero v4.32"</big>=== | |||
<span class="input-badge">'''236C'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_236C.png | | |||
BBCP_Kokonoe_236C_2.png |武装No03「氷結アブソリュートゼロVer4.32」 | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=500, 1673-2000 | |||
|cancel=R | |||
|p1=100 | |||
|p2=107 | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=29 | |||
|active=62 | |||
|recovery=12 | |||
|frameAdv=-8 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=P | |||
|invul= | |||
|hitbox=Kokonoe/236C | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
===<big>Armament No.4α "Flame Cage v1.43"</big>=== | |||
<span class="input-badge">'''214A/B/C, air OK'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_214A.png |武装No04α「炎熱フレイムケージVer1.43」 | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=A | |||
|damage=240, 140, 129, 119, 109, 100 | |||
|cancel=- | |||
|p1=80 | |||
|p2=92×6 | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=31 | |||
|active= | |||
|recovery=42T | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=P | |||
|invul= | |||
|hitbox=Kokonoe/214A | |||
}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=B | |||
|damage=240, 140, 129, 119, 109, 100 | |||
|cancel=- | |||
|p1=80 | |||
|p2=92×6 | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=31 | |||
|active= | |||
|recovery=42T | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=P | |||
|invul= | |||
|hitbox=Kokonoe/214A | |||
}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=C | |||
|damage=240, 140, 129, 119, 109, 100 | |||
|cancel=- | |||
|p1=80 | |||
|p2=92×6 | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=31 | |||
|active= | |||
|recovery=42T | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=P | |||
|invul= | |||
|hitbox=Kokonoe/214A | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
===<big>Armament No.5 "Banishing Rays v3.10"</big>=== | |||
<span class="input-badge">'''22A/B'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_22A.png | | |||
BBCP_Kokonoe_22A_2.png |武装No05「電撃バニシングレイVer3.10」 | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=A | |||
|damage=720 | |||
|cancel=R | |||
|p1=80 | |||
|p2=82 | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=24 | |||
|active=6 | |||
|recovery=42T | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=P | |||
|invul= | |||
|hitbox=Kokonoe/22A | |||
}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=B | |||
|damage=400, 209×5 | |||
|cancel=R | |||
|p1=80 | |||
|p2=82×2, 100×5 | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=71 | |||
|active=2×6 | |||
|recovery=33T | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=P | |||
|invul= | |||
|hitbox=Kokonoe/22A | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
===<big>Armament No.6 "Planar Haze v1.24"</big>=== | |||
<span class="input-badge">'''22C'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_22C.png |武装No06「転移ライアーヘイズVer1.24」 | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage= | |||
|cancel=- | |||
|p1= | |||
|p2= | |||
|smp= | |||
|starter= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery=33T | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|attribute=- | |||
|airCH= | |||
|invul=1-24 All | |||
|hitbox=Kokonoe/22C | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
<br clear=all/> | |||
==Distortion Drives== | |||
===<big>Armament No.4β "Pyro: Flaming Belobog v2.73"</big>=== | |||
<span class="input-badge">'''214214A/B/C, air OK'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_214214A.png |武装No04β「超炎熱フレイムベルボーグVer2.73」 | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE|version=yes}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=A | |||
|damage=1000, 100, 96, 91, 86, 82, 78, 74, 70, 67, 63, 60, 57 | |||
|cancel=R | |||
|p1=50 (80) | |||
|p2=94 (95) | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=5+5 | |||
|active= | |||
|recovery=48T | |||
|frameAdv=-18 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=P | |||
|invul=1-12 All | |||
|hitbox=Kokonoe/214214A | |||
}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=B | |||
|damage=1000, 100, 96, 91, 86, 82, 78, 74, 70, 67, 63, 60, 57 | |||
|cancel=R | |||
|p1=50 (80) | |||
|p2=94 (95) | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=5+8 | |||
|active= | |||
|recovery=51T | |||
|frameAdv=-18 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=P | |||
|invul=1-15 All | |||
|hitbox=Kokonoe/214214A | |||
}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|version=C | |||
|damage=1000, 100, 96, 91, 86, 82, 78, 74, 70, 67, 63, 60, 57 | |||
|cancel=R | |||
|p1=50 (80) | |||
|p2=94 (95) | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=5+11 | |||
|active= | |||
|recovery=54T | |||
|frameAdv=-18 | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=P | |||
|invul=1-18 All | |||
|hitbox=Kokonoe/214214A | |||
}} | |||
|} | |||
*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 | |||
</div> | |||
</div> | |||
===<big>Armament No.7 "Jamming Dark v1.65"</big>=== | |||
<span class="input-badge">'''632146D'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_632146D.png |武装No07「重力ジャミングダークVer1.65」 | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=0, 0, 1200 | |||
|cancel=- | |||
|p1=100 | |||
|p2=100 | |||
|smp= | |||
|starter= | |||
|guard=UNB | |||
|startup=53+1 | |||
|active=157 | |||
|recovery=263T | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=P | |||
|invul=1-218 All | |||
|hitbox=Kokonoe/632146D | |||
}} | |||
|} | |||
*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 | |||
</div> | |||
</div> | |||
===<big>Armament No.8 "Hiten Greed Climb v1.00"</big>=== | |||
<span class="input-badge">'''Automatic after 236C'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_236C_3.png |武装No08「飛天グリードクライム Ver1.00」 | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=1000 | |||
|cancel= | |||
|p1= | |||
|p2= | |||
|smp= | |||
|starter= | |||
|guard= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute= | |||
|invul= | |||
|hitbox=Kokonoe/236C | |||
}} | |||
|} | |||
*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 | |||
</div> | |||
</div> | |||
===<big>Armament No.00 "Dreadnought Destroyer"</big>=== | |||
<span class="input-badge">'''64641236C, air OK'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_2363214C.png |武装No00「撃滅超弩級メカテイガー」 | |||
BBCF_Kokonoe_646426Cexe.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=3220-6766 (3782 mid-air) | |||
|cancel=- | |||
|p1=100 | |||
|p2=100 | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=5+31+12 | |||
|active= | |||
|recovery=188T | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=P | |||
|invul=1-5, 36-98 All | |||
|hitbox=Kokonoe/64641236C | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
===<big>Armament No.01 "Super Dreadnought Exterminator"</big>=== | |||
<span class="input-badge">'''64641236C, air OK'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_OD_2363214C.png |武装No01「殲滅超弩級ゴールデンテイガー」 | |||
BBCF_Kokonoe_646426CODexe.png | | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=4841-13806 (4255 mid-air) | |||
|cancel=- | |||
|p1= | |||
|p2= | |||
|smp= | |||
|starter= | |||
|guard=All | |||
|startup=5+31+12 | |||
|active= | |||
|recovery=188T | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|attribute=P | |||
|invul=1-5, 36-98 All | |||
|hitbox=Kokonoe/OD_64641236C | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
<br clear=all/> | |||
==Astral Heat== | |||
===<big>Armament No.99 "Final Apocalypse" Ultimate Impact</big>=== | |||
<span class="input-badge">'''720D'''</span> | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
BBCP_Kokonoe_720D.png | | |||
BBCP_Kokonoe_720D_2.png |武装No99「最終決戦破壊事象」アルテイメイトっインパクト | |||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-BBCPE}} | |||
|- | |||
{{AttackData-BBCPE | |||
|header=no | |||
|damage=Death | |||
|cancel=- | |||
|p1= | |||
|p2= | |||
|smp= | |||
|starter= | |||
|guard=c.T (?) | |||
|startup=4+0 | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|blockstun= | |||
|groundHit= | |||
|groundCH= | |||
|airHit= | |||
|airCH= | |||
|invul= | |||
|attribute=T | |||
|hitbox=Kokonoe/720D | |||
}} | |||
|} | |||
*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. | |||
</div> | |||
</div> | |||
<br clear=all/> | |||
==External References== | ==External References== | ||
*Japanese Name: ココノエ | *Japanese Name: ココノエ | ||
Line 83: | Line 1,636: | ||
*[http://www.dustloop.com/forums/index.php?/topic/7008- Character Video Thread] | *[http://www.dustloop.com/forums/index.php?/topic/7008- Character Video Thread] | ||
<br clear=all/> | <br clear=all/> | ||
==Navigation== | |||
{{CharLinks | |||
|charMainPage=BBCPE/Kokonoe | |||
|videos=http://horibuna.web.fc2.com/BBCP/BBCP_KO.html | |||
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/254-kokonoe/ | |||
}} | |||
{{Navbar-BBCPE}} | |||
<templatestyles src="Template:Move Card/shared/styles.css" /> | |||
Latest revision as of 07:54, 28 December 2023
Overview
- 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.
- Very high damage output.
- Amazing tools to setup mixups.
- Good variety of normal attack ranges.
- Huge vertical Anti-Air.
- Great chip damage options if a Graviton is summoned near the opponent.
- Very high mobility with a fast dash, and teleport.
- Lack of a good meterless defensive option.
- Very space dependent to set up traps.
- Slower-than-average normal attacks
- Low health.
Health | 100 - 90% | 89 - 80% | 79 - 70% | 69 - 60% | 59 - 50% | 49 - 40% | 39 - 30% | 29 - 20% | 19 - 10% | 9 - 0% |
---|---|---|---|---|---|---|---|---|---|---|
Overdrive |
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