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<rss version="2.0"><channel><title>Kokonoe Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/254-kokonoe/</link><description>Kokonoe Latest Topics</description><language>en</language><item><title>[CF] Kokonoe Neutral Tips and Tricks Guide</title><link>https://www.forums.dustloop.com/forums/topic/12846-cf-kokonoe-neutral-tips-and-tricks-guide/</link><description><![CDATA[
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	Evernote link for easy passing around
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	<a href="https://www.evernote.com/shard/s624/sh/f0d7825b-3650-468e-9e44-6c341c5601d9/bc29567a5e596bffb63ca67fa28f14ba" rel="external nofollow">https://www.evernote.com/shard/s624/sh/f0d7825b-3650-468e-9e44-6c341c5601d9/bc29567a5e596bffb63ca67fa28f14ba</a>
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	<b>Overview</b>
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	In terms of neutral, Kokonoe is a somewhat complex character. In terms of difficulty to learn and master, she's definitely closer to Rachel and Carl than she is closer to characters like Ragna and Jin. The path to mastering Kokonoe's neutral game involves a lot of learning how to create space, intercept pursuers and how to strategically use her Graviton drive. Only when you've gotten great at these skills will you be able to reliably use her Banishing Ray and fireball in neutral to help you cover an approach. 
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	<b>Creating space</b>
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	Creating space is a key part of Kokonoe's gameplan because she has good tools to help her win the neutral game if she can create enough space to safely put them out. Creating space mostly comes down to two things.
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	<u>IABD</u>
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	Creates a lot of space but you're committed to it until you land
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	Video Example - <a rel="external nofollow">https://youtu.be/PatkpWA40Wk?t=40</a>
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	Video Example 2 - <a rel="external nofollow">https://youtu.be/PatkpWA40Wk?t=467</a>
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	<u>(Repeatedly)  backdashing</u>
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	While it won't create as much space as an IABD, it does give you more control over how far you go and gives you a better ability to react to the situation as you retreat.
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	Video Example - <a rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=1338</a>
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	Video Example - <a rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=1593</a>
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	<b>Intercepting opponent's trying to chase</b>
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	As far as good pokes go, Kokonoe doesn't have many good options. A lot of your buttons aren't all that good at poking in a straightforward poke vs poke situation. So a lot of playing Kokonoe's neutral game comes down to learning how to move in ways that'll help you overcome the shortcomings of your pokes by taking advantage of the element of surprise. This will in turn give incentive to your opponents to be cautious of blindly chasing after you and will give you time to setup stuff like B Banishing Ray.
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	<u>Jump forward/falling j.B</u>
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	A good option to intercept pursuers at closer ranges. The jump forward is meant to make a poke whiff and then punish it with your falling j.B. 
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	Video Example 1 - <a rel="external nofollow">https://youtu.be/PatkpWA40Wk?t=249</a>
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	Video Example 2 - <a rel="external nofollow">https://youtu.be/4lOjYdmzhJE?t=206</a>
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	Video Example 3 - <a rel="external nofollow">https://youtu.be/4lOjYdmzhJE?t=402</a>
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	Video Example 4 - <a rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=1325</a>
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	<u>Jump Back &gt; Air dash j.B</u>
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	A good option to intercept pursuers from further out. The jump back is to convince opponents that you plan to continue to run away and catch them off guard when you air dash forward. 
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	Video Example 1 - <a rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=1340</a>
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	Video Example 2 - <a rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=1594</a>
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	<u>j.2C</u>
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	Another good option when you have 50 meter to rapid cancel on block because of how huge j.2C's hitbox is 
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	Video Example - <a rel="external nofollow">https://youtu.be/PatkpWA40Wk?t=738</a>
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	<u>Dash 2A</u>
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	Probably her best option for a ground poke because 2A has decent range, quick startup and low recovery. Doing dash 2A after walking back, back dashing or air back dashing can be a great way to intercept an opponent trying to chase after you. 
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	Video Example - <a rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=1427</a>
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	<u>3C</u>
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	3C has great reach and hits low, making it great to use as a poke sometimes. However, it's important not to overuse it. 3C might have great reach but its reach is only low to the ground. Opponents can jump over it and punish it more easily than most ground pokes. Choose your times to poke with 3C wisely and always make sure to have it well spaced to minimize chances of getting punished on whiff
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	Video Example - <a href="https://youtu.be/agfXw8P4RZs?t=2803" rel="external nofollow">https://youtu.be/agfXw8P4RZs?t=2803</a><br clear="none" />
	Video Example - <a href="https://youtu.be/PatkpWA40Wk?t=1010" rel="external nofollow">https://youtu.be/PatkpWA40Wk?t=1010</a>
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	Video Example - <a rel="external nofollow">https://youtu.be/PatkpWA40Wk?t=391</a>
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	Video Example - <a rel="external nofollow">https://youtu.be/4lOjYdmzhJE?t=333</a>
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	<b>Kokonoe's Drive: Graviton</b>
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	Kokonoe's drive is a subtle but very powerful tool in neutral. When used strategically, the graviton's that Kokonoe can place on the stage can be very useful. 
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	Perhaps one of her most useful Gravitons in neutral is 6D or j.6D. 6D/j.6D has a number of uses that can help you out a lot in neutral. It's primary use is to hinder approaches. By placing a graviton at the other end of the screen away from Kokonoe, the gravity will always be pulling opponents away from Kokonoe and will slow down the rate of their advance regardless of whether they approach from the ground or air. In addition to slowing their approach, it can mess up the opponent's spacing for their footsies. In situations where an opponent might usually perfectly space a ground poke or IAD jump in, they might find themselves just barely whiffing as the graviton pulls them away just those few pixels they needed to connect. 
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	Video Example - <a rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=1369</a>
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	As an extra bonus, 6D can also be great in neutral as an emergency escape option. If you're being rushed down and don't think it's a good time to try and intercept the chasing opponent, you might consider using your teleport to escape to your 6D graviton  <br clear="none" />
	Use set 6D to escape with teleport - <a rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=2262</a>
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	Escaping during pressure - <a rel="external nofollow">https://youtu.be/agfXw8P4RZs?t=2850</a>
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	Another important use of Graviton's in neutral is using the activate special to push opponnents where you want them to go. A good example of this is the above situation where you use 6D/j.6D to teleport away from an opponent. If the opponent still insists on chasing after you after teleporting, you can activate the graviton you just teleported over towards to push them away and give yourself a chance to toss out something. In more tight situations, you can do stuff like super jump back &gt; j.1D &gt; j.236D to forcefully create space between you and your opponent
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	Using activate to create some space between you and your opponent - <a rel="external nofollow">https://youtu.be/agfXw8P4RZs?t=2179</a>
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	While activate can be good for creating space, it can also be just as equally good at opening up your opponent though it's a bit more risky. Lets use an example situation where you've set a 6D/j.6D graviton and your opponent is still somewhat at the other side. If you have banishing ray down on the ground, you could try activating the graviton while an opponent is approaching you to catch them by surprise  and force them into Banishing Ray. If they get opened up, you'll get a full combo, corner carry and oki. If they blocked, then you have a chance to start pressure or throw out a fireball. In situations where you don't have a Banishing Ray down, you can also try taking advantage of activate surprising opponents and messing up the spacing to open them up with a dash 2A or a well spaced 3C. 
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	However, as mentioned earlier, activate can be a risky option to use offensively. On the one hand, a good activate can open an opponent up but if you misjudge your opponent's intentions, a bad activate can also end in you getting opened up or it could end up putting the opponent right next to you, where they want to be. Be sure to use it very wisely.
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	Something you should also look out for is matchup specific uses for the graviton's pull and activate's push. A good example of this is Arakune. For a character like Arakune that wants to be in the air, you might consider using 3D instead of 6D just to weigh him down and keep him at lower heights where he'll be easier to reach. 
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	<b>Banishing Ray B (22B)</b>
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	Because sometimes you need to forcefully draw a line in the sand to make people understand that you don't want them in your personal space.
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	This is usually the end game of successfully creating space between you and your opponent. Banishing Ray B is a strong option to discourage people from approaching Kokonoe. On block, it'll let her start pressure and on hit, it leads to a pretty damaging combo as a starter. Opponents won't be able to approach without being very cautious. 
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	While Banishing Ray is keeping them at bay, this is a good time to summon a fireball and use a graviton to guide it towards an opponent to cover an approach. 
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	Video Example - <a href="https://youtu.be/agfXw8P4RZs?t=2235" rel="external nofollow">https://youtu.be/agfXw8P4RZs?t=2235</a>
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	Although Banishing Ray is hard to get around, quick movement can still be used to get around it without being harmed. Air dashing is the best and only option for most but other characters may have more options. Characters like Taokaka and Valkenhayn that have extra movement options and speedy movement can make strategic use of these options to get around Banishing Ray. <br clear="none" />
	Video Example - <a href="https://youtu.be/agfXw8P4RZs?t=2306" rel="external nofollow">https://youtu.be/agfXw8P4RZs?t=2306</a>
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	Also, make sure to always remember what you learned about creating space and intercepting people trying to give chase. Without this as a basis of your strategy, it's easy to choose poor situations to try and put down Banishing Ray B that can easily result in you getting hit out of placing it, followed by a punishing combo. 
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	Video Example - <a href="https://youtu.be/agfXw8P4RZs?t=2760" rel="external nofollow">https://youtu.be/agfXw8P4RZs?t=2760</a>
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	<b>Dealing with Air Approaches</b>
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	<u>6A </u>
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	Kokonoe's Anti-Air. Great vertical reach but lacking in horizontal reach. You'll mostly want to use this in situations where the opponent has to commit to the jump in. 
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	Video Example 1 - <a rel="external nofollow">https://youtu.be/PatkpWA40Wk?t=759</a>
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	Video Example 2 - <a rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=1403</a>
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	<u>Jump up j.A</u> 
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	Ora! Ora ora ora ora ora ora ora ora ora ora ora ora ora!
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	As far as air to air normals go, Kokonoe's j.A is pretty good as far as j.As go. It has a wide hitbox so it's hard to whiff. It's multi hitting so it's pretty easy to hitconfirm into a full combo. Best used in situations where an opponent doesn't really have to commit to doing a jump in when they're in the air and at horizontal spacings where 6A will whiff. 
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	Video Example - <a rel="external nofollow">https://youtu.be/PatkpWA40Wk?t=898</a>
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	Video Example 2 - <a rel="external nofollow">https://youtu.be/4lOjYdmzhJE?t=443</a>
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	Video Example 3 - <a rel="external nofollow">https://youtu.be/agfXw8P4RZs?t=2850</a>
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	<u>Jump up j.B </u>
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	Also a good option for dealing with air approaches. It's 2 hits so it's easy to hitconfirm like j.A. Unfortunately, it doesn't have as wide a hitbox as j.A though, especially in the vertical reach aspect. A lot of times it's better to use j.A. That said, j.B is a more damaging starter compared to j.A and can be worth throwing out in situations where you recognize that j.B will connect. 
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		<b>Round Start</b>
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	So, lets cover her round start options which should now make a lot of sense now that I have explained all the pieces of Kokonoe's neutral game.
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	<u>Microdash Barrier</u>
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		Microdash barrier is a good basic round start option to dash under people trying to jump or IAD towards you expecting you to try and run away to put down Banishing Ray. Depending on what they did, you might be able to punish them on reaction to what they were doing or start your own pressure. 
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	<u>Microdash Barrier &gt; 2A</u>
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		Small variation of the above tactic. This one aims to catch people being passive at round start to see what you do. If you confirm that they're doing just that during your microdash barrier, toss out a 2A to try and get pressure started early. 
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		Video Example - <a href="https://youtu.be/mfeTXorLZEA?t=1450" rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=1450</a>
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	<u>IABD</u>
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		Attempt to retreat to create space between you and your opponent. During this time, be sure to confirm the situation
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		Video Example - <a rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=1366</a>
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	<u>IABD j.C</u>
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		A variation of the above tactic. During the instant air backdash, if you see that the opponent is chasing after you from the air, use j.C to catch them 
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		Video Example - <a href="https://youtu.be/PatkpWA40Wk?t=1159" rel="external nofollow">https://youtu.be/PatkpWA40Wk?t=1159</a>
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	<u>IABD j.6D</u>
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		Another variation of the core instant air backdash to create space tactic. This one has you setup a j.6D graviton at the end of the air backdash to hinder any attempts to chase after you
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		Video Example - <a rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=1511</a>
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	<u>IABD &gt; confirm that the opponent isn't chasing &gt; land 22B</u>
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		Another variation of the core instant air backdash to create space tactic. This one focuses more on what to do when you've successfully created space. During the instant air back dash, observe what the opponent is doing. If they aren't chasing you, then you can put down Banishing Ray
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	<u>Superjump back &gt; 6D &gt; Use additional air options based on situation</u>
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		Instead of instant air backdashing, super jump back and summon 6D. While this is happening, you can confirm the situation to decide how you want to retreat with your remaining air options. This option is more dangerous than the IABD routes because it's slightly easier for most of the cast to reach you but it can be a good option to use against people who have already been trained to expect an IABD and are already expecting to have to chase you back pretty far. <br clear="none" /><a rel="external nofollow">https://youtu.be/agfXw8P4RZs?t=1738</a>
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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>Walk Back and Observe</u>
</div>

<div>
	A low commital round start option. It won't create space or put you in a position to go on the offensive but it will put you in a good spot to react to round start jump ins with 6A as well as give you a chance to see just what sort of things the opponent likes to go for at round start. 
</div>
]]></description><guid isPermaLink="false">12846</guid><pubDate>Tue, 19 Jul 2016 02:12:52 +0000</pubDate></item><item><title>[CF] Kokonoe Combo Discussion Thread</title><link>https://www.forums.dustloop.com/forums/topic/12851-cf-kokonoe-combo-discussion-thread/</link><description><![CDATA[
<p style="text-align:center;">
	<img class="ipsImage" src="http://kurushii.tv/Dustloop/BBCF/Graphics/Kokonoe/BBCF_Header_Combo_Thread.png" alt="BBCF_Header_Combo_Thread.png" /></p>

<p>
	This is a thread for the discussion and posting of combos. To find a listing of combos, please visit Kokonoe's wiki page
</p>

<p>
	Wiki Combos - <a href="http://www.dustloop.com/wiki/index.php/BBCF/Kokonoe/Combos" rel="">http://www.dustloop.com/wiki/index.php/BBCF/Kokonoe/Combos</a>
</p>
]]></description><guid isPermaLink="false">12851</guid><pubDate>Wed, 20 Jul 2016 14:06:18 +0000</pubDate></item><item><title>[CF] Kokonoe Gameplay Discussion Thread</title><link>https://www.forums.dustloop.com/forums/topic/12852-cf-kokonoe-gameplay-discussion-thread/</link><description><![CDATA[
<p style="text-align:center;">
	<img alt="BBCF_Header_Gameplay_Discussion.png" class="ipsImage" src="http://kurushii.tv/Dustloop/BBCF/Graphics/Kokonoe/BBCF_Header_Gameplay_Discussion.png" /></p>

<p>
	Seems like you guys were missing one of these before so now you're getting one. You know the deal. Talk about general gameplay stuff here and respect the forum rules.
</p>

<p>
	Also, I've prepared her CF Wiki, Wiki Combos, posted a neutral tips and tricks guide and a mixup, pressure and oki guide so you guys should be all set to go for CF's console launch, give or take a few missing stuff here and there. I'll try and find more combos for the wiki between now and launch.
</p>
]]></description><guid isPermaLink="false">12852</guid><pubDate>Wed, 20 Jul 2016 15:07:07 +0000</pubDate></item><item><title>[CF] Kokonoe Video Thread</title><link>https://www.forums.dustloop.com/forums/topic/12125-cf-kokonoe-video-thread/</link><description><![CDATA[
<p>
	This thread is to compile all videos of Kokonoe for Central Fiction, please feel free to add any relevant videos, including combo or tip videos.
</p>
]]></description><guid isPermaLink="false">12125</guid><pubDate>Fri, 20 Nov 2015 10:26:05 +0000</pubDate></item><item><title>[CF] Kokonoe Mixup, Pressure and Oki Guide</title><link>https://www.forums.dustloop.com/forums/topic/12850-cf-kokonoe-mixup-pressure-and-oki-guide/</link><description><![CDATA[
<div style="font-family:gotham, helvetica, arial, sans-serif;font-size:14px;text-align:center;">
	<img alt="BBCF_Header_Gameplay_Discussion.png" class="ipsImage" src="http://kurushii.tv/Dustloop/BBCF/Graphics/Kokonoe/BBCF_Header_Gameplay_Discussion.png" /></div>

<div style="font-family:gotham, helvetica, arial, sans-serif;font-size:14px;">
	 
</div>

<div style="font-family:gotham, helvetica, arial, sans-serif;font-size:14px;">
	Evernote link for easy passing around 
</div>

<div style="font-family:gotham, helvetica, arial, sans-serif;font-size:14px;">
	<a href="https://www.evernote.com/shard/s624/sh/b4f77095-3572-431b-9975-a309dbc334a0/415336397ca30fcd36fce56d606a5cc1" rel="external nofollow">https://www.evernote.com/shard/s624/sh/b4f77095-3572-431b-9975-a309dbc334a0/415336397ca30fcd36fce56d606a5cc1</a>
</div>

<div style="font-family:gotham, helvetica, arial, sans-serif;font-size:14px;">
	 
</div>

<div style="font-family:gotham, helvetica, arial, sans-serif;font-size:14px;">
	<b>Overview</b>
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<hr /></div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div>
	For the most part, Kokonoe's mixup, pressure and oki revolve around her interesting toolset. Banishing Ray and fireball not only provide great utility as oki tools but also compliment her basic mixup options to make them much more effective.<br clear="none" />
	 
</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<b>Tools</b>
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<hr /></div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>5B</u>
</div>

<div>
	A good point for variation in your pressure because of its ability to be jump canceled. Because of this, it can also be a good point to reset pressure as well by taking advantage of the fact that your opponent expects you to do so many other things. 
</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>6B </u>
</div>

<div>
	Overhead
</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>j.2C</u>
</div>

<div>
	Kokonoe's strongest overhead option. If you do it on an opponent's wakeup, after 5As or jump canceling 5B, it's a pretty fast overhead. However, you'll need 50 meter to Rapid Cancel, a graviton or Banishing ray oki to confirm it into a full combo.
</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>j.B</u>
</div>

<div>
	Mostly used falling from a 5B jump cancel to reset pressure but it can also be used as an Overhead in certain setups that allow you to go for a low to the ground air dash j.B overhead or empty jump 2B low mixup
</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>2B </u>
</div>

<div>
	Go to low mixup option
</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>3C</u>
</div>

<div>
	An alternate low mixup option. Mostly used in situations where the opponent thinks you've been pushed too far out to continue pressure and they decide to stand up to either try to jump out of pressure or something else. 
</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>Throw</u>
</div>

<div>
	Standard throw mixup option. Slightly better than other throws because of its subtle animation
</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>Banishing Ray A (22A)</u>
</div>

<div>
	The A Version of Banishing Ray can be a good blockstring ender but for the most part, it is not typically used.
</div>

<div>
	A Banishing Ray Blockstring ender - <a href="https://youtu.be/mfeTXorLZEA?t=2363" rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=2363</a>
</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>Banishing Ray B (22B)</u>
</div>

<div>
	Great oki tool, especially in the corner. It'll be covered in greater detail later
</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>Flame Cage (214A)</u>
</div>

<div>
	Great oki tool, especially in the corner. It'll be covered in greater detail later
</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>Broken Bunker A (236A)</u>
</div>

<div>
	Broken Bunker can be good for catching people trying to jump out of pressure when they think your pressure is over. However, It's mostly good for getting back in after being pushed out far. If you have 50 meter to RC Broken Bunker and you feel like you absolutely need to prevent the opponent from getting back to a neutral situation, consider using Bunker.
</div>

<div>
	Video Example - <a rel="external nofollow">https://youtu.be/4lOjYdmzhJE?t=369</a>
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div>
	Also, while it doesn't see much use anymore, the new charged Broken Bunker that leaves a timed bomb attached to the opponent can be a good oki tool to use. 
</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>Planar Haze (22C) </u>
</div>

<div>
	When combined with Banishing Ray or fireball oki, Planar Haze can be a good left/right mixup to open people up
</div>

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</div>

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</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<b>Banishing Rays oki</b>
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<hr /></div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div>
	As an oki tool, Banishing Ray's primary purpose is to serve as a way to lock out an opponent's wakeup options. Activates meaty, is active for a long time and a wide hitbox all make Banishing Ray great for catching roll techs and wakeup reversal attempts. 
</div>

<div>
	<br clear="none" />
	Fireball and 22B oki are pretty reversal safe<br clear="none" />
	Video Example - <a href="https://youtu.be/PatkpWA40Wk?t=179" rel="external nofollow">https://youtu.be/PatkpWA40Wk?t=179</a>
</div>

<div>
	 
</div>

<div>
	For the most part,  you should let 22B oki put characters with reversals into blockstun first and then start a blockstring after when it's safe. 
</div>

<div>
	Video Example - <a href="https://youtu.be/mfeTXorLZEA?t=2146" rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=2146</a>
</div>

<div>
	 
</div>

<div>
	Banishing Ray does have other benefits as an oki tool. The visual of Banishing Ray's activation can obscure what's happening and make it hard to see some mixups. It's also great for allowing you to confirm a j.2C overhead into a full combo since the shock has more than enough hitstun to allow you to recover and pick up the combo 
</div>

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</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<b>Setting it up </b>
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div>
	B Banishing Ray oki is often setup by either ending a combo in 5C and special canceling into 22B. In situations where the combo might've dragged on a bit too long, you can also set up 22B oki after using Broken Bunker as a combo ender. When carrying an opponent to the corner from a combo that started midscreen, this is the oki you should usually expect to get if you had to carry them pretty far.
</div>

<div>
	 
</div>

<div>
	5C Set up Example - <a href="https://youtu.be/PatkpWA40Wk?t=155" rel="external nofollow">https://youtu.be/PatkpWA40Wk?t=155</a>
</div>

<div>
	Broken Bunker Set up Example - <a href="https://youtu.be/PatkpWA40Wk?t=341" rel="external nofollow">https://youtu.be/PatkpWA40Wk?t=341</a>
</div>

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</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<b>Mixups</b>
</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>22B oki &gt; Dash 2A (To Catch delay or no techs) &gt; Throw before 22B goes off</u>
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	A good mixup to open up people bracing themselves for the mixup that might've come during Banishing Ray's blockstun instead. <br clear="none" />
	Video Example - <a href="https://youtu.be/mfeTXorLZEA?t=2307" rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=2307</a><br clear="none" /><br clear="none" /><u>22B oki &gt; raw j.2C </u>
</div>

<div>
	Go for a fast j.2C overhead. On hit, you'll be able to convert it into a full combo thanks to the hitstun of Banishing Ray's shock. On block, the blockstun of Banishing Ray's shock will keep you safe and allow you to continue pressure
</div>

<div>
	Video Example - <a href="https://youtu.be/agfXw8P4RZs?t=2748" rel="external nofollow">https://youtu.be/agfXw8P4RZs?t=2748</a>
</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>dash 6B during 22B oki</u>
</div>

<div>
	Take advantage of Banishing Ray making it hard to see what you're doing to go for an overhead mixup. <br clear="none" />
	Video Example - <a href="https://youtu.be/4lOjYdmzhJE?t=216" rel="external nofollow">https://youtu.be/4lOjYdmzhJE?t=216</a>
</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>22B oki that's not on top of the opponent &gt;  5C &gt; 3C &gt; 214A </u>
</div>

<div>
	A blockstring specifically for when you place Banishing Ray down not quite on top of the opponent while they're in the corner. 
</div>

<div>
	Video Example - <a href="https://youtu.be/agfXw8P4RZs?t=2813" rel="external nofollow">https://youtu.be/agfXw8P4RZs?t=2813</a>
</div>

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</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<b>Flame Cage (214A) Oki</b>
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<hr /></div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div>
	Fireball oki comes in two different varieties.
</div>

<div>
	 
</div>

<div>
	The first variation is fireball oki guided by a graviton. In these cases, fireball oki works pretty similar to Banishing Ray oki and is great for locking out wakeup options. 
</div>

<div>
	 
</div>

<div>
	The second variation is fireball oki without a graviton to guide it. This variation focuses more on the fireball as a pressure reset you can use to go for a mixup instead of using it to beat wakeup options.  
</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<b>Setting it up</b>
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div>
	The graviton guided version is usually set up only in the corner from an air ender involving j.2D |&gt; j.C &gt; j.214A
</div>

<div>
	The version where you use it as a pressure reset isn't used as frequently but when it is used, it's usually done from j.2C air combo ender. 
</div>

<div>
	 
</div>

<div>
	Graviton guided set up example - <a rel="external nofollow">https://youtu.be/agfXw8P4RZs?t=1481</a>
</div>

<div>
	Blockstring extender set up example - <a rel="external nofollow">https://youtu.be/fJjoP73JCLc?t=3306</a> 
</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<b>Mixups and blockstrings</b>
</div>

<div>
	 
</div>

<div>
	<u>Blockstring to buy time for 214A</u><br clear="none" />
	2B &gt; 5C &gt; 3C &gt; 236A<br clear="none" />
	Video Example - <a href="https://youtu.be/PatkpWA40Wk?t=813" rel="external nofollow">https://youtu.be/PatkpWA40Wk?t=813</a>
</div>

<div>
	 
</div>

<div>
	<u>Teleport mixup during fireball oki </u>
</div>

<div>
	A graviton guided fireball oki specific mixup. Take advantage of the set graviton to go for a left/right mixup 
</div>

<div>
	Video Example 1 - <a rel="external nofollow">https://youtu.be/PatkpWA40Wk?t=357</a>
</div>

<div>
	Video example 2 - <a href="https://youtu.be/PatkpWA40Wk?t=821" rel="external nofollow">https://youtu.be/PatkpWA40Wk?t=821</a>
</div>

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</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<b>Combining Oki tools</b>
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<hr /></div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div>
	Instead of going straight into a mixup from Banishing Ray or a graviton guided fireball oki. you have the option to throw out the oki tool you haven't used yet. While it can be done both ways, going for Banishing Ray oki first and then throwing out the fireball works best because it allows you to get the best of both worlds. The banishing ray will discourage wakeup options while the fireball can be used purely to cover up a mixup. 
</div>

<div>
	 
</div>

<div>
	However, it's important to use this only when you've trained your opponent to expect their wakeup options to be baited by the first oki option. 
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>22B and 214A oki + blockstirng into fireball covering an empty jump low mixup</u><br clear="none" />
	Video Example - <a href="https://youtu.be/mfeTXorLZEA?t=1473" rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=1473</a>
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>22B |&gt; Cross Up mixup after air fireball oki ender</u><br clear="none" />
	Video Example - <a href="https://youtu.be/mfeTXorLZEA?t=1538" rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=1538</a>
</div>

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</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<b>Pre-canned Blockstrings</b>
</div>

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	<hr /></div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div>
	Pre-canned blockstrings that caught my eye while analyzing CF Matoi footage. Just wanted to give people stuff to just hop into training mode and practice. When you start becoming comfortable with the character, you should feel free to start creating your own blockstrings with their own objectives using the tools I presented you earlier as a basis to work with. 
</div>

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</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>Microdash 5A &gt; Throw</u>
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	Simple Tick Throw setup<br clear="none" />
	Video Example - <a href="https://youtu.be/agfXw8P4RZs?t=2251" rel="external nofollow">https://youtu.be/agfXw8P4RZs?t=2251</a><br clear="none" /><br clear="none" /><u>5A &gt; 2A &gt; 5B &gt; jc j.2C &gt; RC</u>
</div>

<div>
	Blockstring that takes advantage of 5B's jump cancel to go for a fast j.2C Overhead.  
</div>

<div>
	Video Example - <a rel="external nofollow">https://youtu.be/agfXw8P4RZs?t=2150</a>
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>5A &gt; 2A &gt; 5B &gt; jc Barrier Block &gt; falling j.B </u>
</div>

<div>
	Complimentary blockstring to trying to reset pressure with a jump cancel. This'll bait reversal attempts or attempts to mash out of a dash pressure reset as well
</div>

<div>
	Video Example - <a rel="external nofollow">https://youtu.be/agfXw8P4RZs?t=2750</a>
</div>

<div>
	Careful, it can lose to crouching mashing in some cases and AAs because of j.B's lack of vertical range
</div>

<div>
	Video Example - <a rel="external nofollow">https://youtu.be/agfXw8P4RZs?t=2828</a>
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>5A &gt; 2A (x2) &gt; 6B</u>
</div>

<div>
	Video Example - <a href="https://youtu.be/PatkpWA40Wk?t=160" rel="external nofollow">https://youtu.be/PatkpWA40Wk?t=160</a>
</div>

<div>
	Video Example - <a href="https://youtu.be/PatkpWA40Wk?t=1338" rel="external nofollow">https://youtu.be/PatkpWA40Wk?t=1338</a>
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>2A &gt; 2A &gt; 5B &gt; IABD 6D</u><br clear="none" />
	Simple blockstring to allow a retreat. Just make sure to not do this predictably. Opponent's can chase after you if they expect it<br clear="none" />
	Success Video Example - <a href="https://youtu.be/mfeTXorLZEA?t=2104" rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=2104</a><br clear="none" />
	Failure Video Example - https://youtu.be/mfeTXorLZEA?t=1428<br clear="none" /><br clear="none" /><u>2C &gt; 3C Mixup</u>
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	Catch opponent's off guard by throwing out a 3C low when they think your blockstring is over. <br clear="none" />
	Video Example - <a href="https://youtu.be/PatkpWA40Wk?t=1073" rel="external nofollow">https://youtu.be/PatkpWA40Wk?t=1073</a><br clear="none" /><br clear="none" /><br clear="none" /><b>Overdrive Raid and Exceed Accel</b>
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<hr /></div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div>
	When your opponent has a burst, it's a good idea to start using blockstrings that consist mostly of just 5A and 2A stagger pressure in your blockstrings to look out for Overdrive Raids. 5B can also be useful as well since it can be jump canceled.<br clear="none" /><br clear="none" /><u>ODR Bait</u><br clear="none" />
	5A |&gt; microdash 5A |&gt; microdash 2A<br clear="none" />
	Video Example - <a href="https://youtu.be/agfXw8P4RZs?t=1810" rel="external nofollow">https://youtu.be/agfXw8P4RZs?t=1810</a><br clear="none" /><br clear="none" /><u>Blockstring to bait ODR</u><br clear="none" />
	5A &gt; 2Ax3 &gt; 5B &gt; Neutral Jump<br clear="none" />
	Video Example - <a href="https://youtu.be/mfeTXorLZEA?t=1388" rel="external nofollow">https://youtu.be/mfeTXorLZEA?t=1388</a>
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	 
</div>

<div style="font-family:'Helvetica Neue', Arial, sans;font-size:16px;">
	<u>Another ODR bait blockstring</u>
</div>

<div>
	5Ax3 &gt; well spaced 2B &gt; 5B &gt; jump cancel into barrier block<br clear="none" />
	Video Example - <a href="https://youtu.be/agfXw8P4RZs?t=2789" rel="external nofollow">https://youtu.be/agfXw8P4RZs?t=2789</a>
</div>

<div style="font-family:gotham, helvetica, arial, sans-serif;font-size:14px;">
	 
</div>
]]></description><guid isPermaLink="false">12850</guid><pubDate>Tue, 19 Jul 2016 23:53:11 +0000</pubDate></item><item><title>Kokonoe Discord Group</title><link>https://www.forums.dustloop.com/forums/topic/12742-kokonoe-discord-group/</link><description><![CDATA[<div style="table-layout:fixed;width:698px;line-height:1.6;font-size:14px;margin-bottom:20px;margin-top:0px;color:rgb(43,43,43);font-family:'Helvetica Neue', Helvetica, Arial, sans-serif;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;background-color:rgb(250,250,250);">
	<p style="margin-top:0px;">
		<span style="color:rgb(77,87,99);font-family:verdana, arial, helvetica, sans-serif;font-size:14px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:20px;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;background-color:rgb(255,255,255);">Discord is a way for users to instant message group chat, it's easy and fast to register. It's basically a super convenient version of IRC/Teamspeak/Skype, etc. Discord has a Desktop, Browser and Mobile App and has text channels and voice channels.</span>
	</p>

	<p>
		<span style="color:rgb(77,87,99);font-family:verdana, arial, helvetica, sans-serif;font-size:14px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:20px;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;background-color:rgb(255,255,255);">Feel free to come in to talk about Kokonoe CF stuff, ask for advice, ask for games, etc.</span>
	</p>

	<p>
		<strong style="font-weight:bold;"><font color="#4d5763" face="verdana, arial, helvetica, sans-serif"><span style="line-height:20px;">To Join the Discord Group Click The Following Link:</span></font></strong>
	</p>

	<p>
		<strong style="font-weight:bold;"><font color="#4d5763" face="verdana, arial, helvetica, sans-serif"><span style="line-height:20px;"><a href="https://discord.gg/0sE2hJbwlnjhJ0MS" rel="external nofollow">https://discord.gg/0sE2hJbwlnjhJ0MS</a></span></font></strong>
	</p>
</div>]]></description><guid isPermaLink="false">12742</guid><pubDate>Sat, 04 Jun 2016 17:39:34 +0000</pubDate></item><item><title>[CF] Kokonoe Changelist and News</title><link>https://www.forums.dustloop.com/forums/topic/12102-cf-kokonoe-changelist-and-news/</link><description><![CDATA[
<p>
	This thread is to compile all the changes made to Kokonoe in the final build, please post any new changes or changes that were from loketests that made it into the final game.
</p>

<p>
	<strong>-Normals:</strong>
</p>

<p>
	-J.2C now ground bounces, able to combo after.
</p>

<p>
	<strong>-Drive:</strong>
</p>

<p>
	<strong>-Specials:</strong>
</p>

<p>
	-New Special: ???, Kokonoe uses two giant mechs to hurl herself at the opponent, seems to be affected by her Drive, air OK.
</p>

<p>
	-Broken Bunker now only has one version, can possibly be charged, charged version doesn't follow up after planting the bomb, instead the bomb stays on for longer before detonating.
</p>

<p>
	<strong>-Distortion Drives:</strong>
</p>

<p>
	<strong>-Exceed Accel:</strong>
</p>

<p>
	-???, Kokonoe summons two devices, one that shoots several missiles at the opponent and the other pulls the opponent in before shocking them.
</p>

<p>
	<span style="color:rgb(187,187,187);font-family:Roboto, Arial, Helvetica, sans-serif;font-size:11px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:14.3px;text-align:left;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;"><a href="https://youtu.be/ICr--ZlJrBA?t=308" rel="external nofollow">https://youtu.be/ICr--ZlJrBA?t=308</a></span>
</p>

<p>
	<strong>-Other:</strong>
</p>

<p>
	<strong>Image of her new special</strong>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.forums.dustloop.com/uploads/monthly_2015_11/koko.png.4d8554967dba42c763cd0f9ae41f8579.png"><img alt="koko.png" class="ipsImage ipsImage_thumbnailed" data-fileid="2191" src="https://www.forums.dustloop.com/uploads/monthly_2015_11/koko.png.4d8554967dba42c763cd0f9ae41f8579.png"></a>
</p>
]]></description><guid isPermaLink="false">12102</guid><pubDate>Wed, 18 Nov 2015 12:49:25 +0000</pubDate></item><item><title>[CP1.1] Kokonoe - Video Thread [Work In Progress]</title><link>https://www.forums.dustloop.com/forums/topic/8683-cp11-kokonoe-video-thread-work-in-progress/</link><description>

</description><guid isPermaLink="false">8683</guid><pubDate>Tue, 13 May 2014 05:20:47 +0000</pubDate></item><item><title>[CPE] Kokonoe - Combo Thread</title><link>https://www.forums.dustloop.com/forums/topic/10662-cpe-kokonoe-combo-thread/</link><description><![CDATA[
<p>I guess whoever decides to manage the koko subforum, have a mod switch the thread creator to that person.</p>
<p><img src="http://kurushii.tv/Dustloop/BBCP/Graphics/Kokonoe/BBCP_Header_Combo_Thread.png" alt="BBCP_Header_Combo_Thread.png"></p>
<p> </p>
<div>
<div><br><br><div><img src="http://kurushii.tv/Dustloop/BBCP/Graphics/Azrael/BBCP_Info_Bar_c01.png" alt="BBCP_Info_Bar_c01.png"></div>
<br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Notation:</b></div><span style="font-size:12px;background-color:rgb(247,247,247);">[table]</span></div>
<div>
<div style="font-size:12px;background-color:rgb(247,247,247);">&gt;Cancel</div>
<div style="font-size:12px;background-color:rgb(247,247,247);">|&gt;Link After landing from Aerial Move</div>
<div style="font-size:12px;background-color:rgb(247,247,247);">jJump</div>
<div style="font-size:12px;background-color:rgb(247,247,247);">djDouble Jump</div>
<div style="font-size:12px;background-color:rgb(247,247,247);">sjSuper Jump</div>
<div style="font-size:12px;background-color:rgb(247,247,247);">ADAir Dash</div>
<div style="font-size:12px;background-color:rgb(247,247,247);">IADInstant Air Dash</div>
<div style="font-size:12px;background-color:rgb(247,247,247);">jcJump Cancel</div>
<div style="font-size:12px;background-color:rgb(247,247,247);">sjcSuper Jump Cancel</div>
<div style="font-size:12px;background-color:rgb(247,247,247);">CHCounter Hit</div>
<div style="font-size:12px;background-color:rgb(247,247,247);">FCFatal Counter</div>
<div style="font-size:12px;background-color:rgb(247,247,247);">RCRapid Cancel</div>
<div style="font-size:12px;background-color:rgb(247,247,247);">[ ]Hold Input</div>
<div style="font-size:12px;background-color:rgb(247,247,247);">(N)Attack must deal N amount of hits</div>
<div style="font-size:12px;background-color:rgb(247,247,247);">[???] xNRepeat ??? N amount of times</div>
<div style="font-size:12px;background-color:rgb(247,247,247);">DMGDamage</div>
<div style="font-size:12px;background-color:rgb(247,247,247);">CTCrush Trigger[/table]</div>
</div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Combo Format</b></div><br>
The combos are written in this format:<br><p style="margin-left:40px;">Combo (Damage, Heat gain/Heat used)</p>
<br></div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Easy BnBs</b></div><br><p style="margin-left:40px;color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"> </p>
<p></p></div>
<p> </p>
<p> </p>
<p></p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Combo Info:</b></div>
<p>You want to set up combos so that any 236D you do will actually be a 236D~214D. This makes it so your next stock regenerates in 4.5 seconds instead of 9 seconds.</p>
<p> </p>
<p></p></div>
<div><img src="http://kurushii.tv/Dustloop/BBCP/Graphics/Azrael/BBCP_Info_Bar_c02.png" alt="BBCP_Info_Bar_c02.png"></div>
<br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Mid-screen:</b></div><br><br><strong>A normal</strong><br><p style="margin-left:40px;"> </p>
<ul><li> </li>
</ul><br><br><strong>B normals</strong>
<ul><li>5B&gt;5C&gt;3C&gt;5A&gt;5B&gt;6A&gt;6C&gt;9j.B&gt;j.C&gt;j.9D&gt;j.236D~214D&gt;662C&gt;236B (3024 DMG, +21/-0)</li>
<li> </li>
</ul><br><br><strong>C normals</strong><br><p style="margin-left:40px;"> </p>
<ul><li> </li>
</ul><p> </p>
<br><br><strong>Drives</strong><br><p style="margin-left:40px;"> </p>
<ul><li> </li>
</ul><p> </p>
<br><br><strong>Specials</strong><br><p style="margin-left:40px;"> </p>
<ul><li> </li>
</ul><br><p> </p>
<br><br><strong>Throw</strong><br><p style="margin-left:40px;"> </p>
<ul><li> </li>
</ul><br><p> </p>
<br><br><strong>Air Throw</strong><br><p style="margin-left:40px;"><br>
 </p>
<ul><li> </li>
</ul><br><p> </p>
<br></div><br><br><div><img src="http://kurushii.tv/Dustloop/BBCP/Graphics/Azrael/BBCP_Info_Bar_c03.png" alt="BBCP_Info_Bar_c03.png"></div>
<br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Corner:</b></div><br><strong>A normal</strong><br><p style="margin-left:40px;"> </p>
<ul><li> </li>
<li> </li>
</ul><br><p> </p>
<br><br><strong>B normals</strong><br><p style="margin-left:40px;"> </p>
<ul><li> </li>
</ul><p> </p>
<br><br><strong>C normals</strong><br><p style="margin-left:40px;"> </p>
<ul><li> </li>
</ul><br><p> </p>
<br><br><strong>Drives</strong><br><p style="margin-left:40px;"> </p>
<ul><li> </li>
</ul><br><p> </p>
<br><br><strong>Specials</strong><br><p style="margin-left:40px;"> </p>
<ul><li> </li>
<li> </li>
</ul><br><p> </p>
<br><br><strong>Throw</strong><br><p style="margin-left:40px;"> </p>
<ul><li> </li>
</ul><p> </p>
<br><br><strong>Air Throw</strong><br><p style="margin-left:40px;"><br>
 </p>
<ul><li> </li>
<li> </li>
</ul><br><p> </p>
<br></div><br><br><div><img src="http://images.sanctuary-inc.net/overdrive4.png" alt="overdrive4.png"></div>
<br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Overdrive Combos:</b></div><br><strong>A normal</strong><br><p style="margin-left:40px;"> </p>
<ul><li> </li>
<li> </li>
</ul><br><p> </p>
<br><br><strong>B normals</strong><br><p style="margin-left:40px;"> </p>
<ul><li> </li>
<li> </li>
</ul><br><p> </p>
<br><br><strong>C normals</strong><br><p style="margin-left:40px;"> </p>
<ul><li> </li>
<li> </li>
</ul><br><p> </p>
<br><br><strong>Drives</strong><br><p style="margin-left:40px;"> </p>
<ul><li> </li>
<li> </li>
</ul><br><p> </p>
<br><br><strong>Specials</strong><br><p style="margin-left:40px;"> </p>
<ul><li> </li>
<li> </li>
</ul><br><p> </p>
<br><br><strong>Throw</strong><br><p style="margin-left:40px;"> </p>
<ul><li> </li>
<li> </li>
</ul><br><p> </p>
<br><br><strong>Air Throw</strong><br><p style="margin-left:40px;"><br>
 </p>
<ul><li> </li>
<li> </li>
</ul><br><p> </p>
<br></div><br><br>
 </div>
</div>
]]></description><guid isPermaLink="false">10662</guid><pubDate>Thu, 23 Apr 2015 07:27:25 +0000</pubDate></item><item><title>[CP2.0] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)</title><link>https://www.forums.dustloop.com/forums/topic/9581-cp20-kokonoe-gameplay-discussion-discuss-videoscombosquestionsetc/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/BBCP/Graphics/Kokonoe/BBCP_Header_Gameplay_Discussion.png" alt="BBCP_Header_Gameplay_Discussion.png"><br> <br><em><strong>*Note* - When browsing the Kokonoe forums please follow the rules of the site, failure to do so will result in an Infraction. If you do not know the rules you can check them here -&gt; <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Site Rules</a>.</strong></em></p> <br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Gameplay Discussion Only Please!:</b></div><ul class="bbc"><li>Remember to keep the discussion strictly gameplay related.</li><li>Feel free to discuss Match Videos, Combos, Mixups, Strategies, etc.</li><li>If you have a question or are unsure about something, please look on the wiki first. Her page can be found <a data-ipb="nomediaparse" href="" http: rel="external nofollow">here</a>.</li><li>Please take all Story related discussion to the <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Chrono Phantasma Story Thread.</a></li></ul></div><br> <br> <br><p style="text-align:center;"> <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballKO2.png" alt=":KO:"></p>
]]></description><guid isPermaLink="false">9581</guid><pubDate>Thu, 09 Oct 2014 02:14:07 +0000</pubDate></item><item><title>[CP1.1] Kokonoe - Combo Thread [Updated 05/13/2014]</title><link>https://www.forums.dustloop.com/forums/topic/8646-cp11-kokonoe-combo-thread-updated-05132014/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/BBCP/Graphics/Kokonoe/BBCP_Header_Combo_Thread.png" alt="BBCP_Header_Combo_Thread.png"></p>
<br><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Information</b></div>
<ul class="bbc"><li>If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page <a data-ipb="nomediaparse" href="" http: rel="external nofollow">here</a>. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Kokonoe. Also refrain from using move names and abbreviations.</li>
<li>Please refrain from going off topic in this thread. This thread is for posting of combos only.</li>
<li>Only the most optimal combos will be listed in this thread.</li>
</ul><p></p><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>General Notations Used</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
[table]<br><tr><td><strong>&gt;</strong></td><td>Gatling/cancel the previous move into the following move.</td></tr><br><tr><td><strong>,</strong></td><td>Link the previous move into the following move.</td></tr><br><tr><td><strong>|&gt;</strong></td><td>After landing.</td></tr><br><tr><td><strong>j</strong></td><td>Jump</td></tr><br><tr><td><strong>sj</strong></td><td>Super Jump</td></tr><br><tr><td><strong>ad</strong></td><td>Air Dash</td></tr><br><tr><td><strong>iad</strong></td><td>Instant Air Dash</td></tr><br><tr><td><strong>jc</strong></td><td>Jump Cancel</td></tr><br><tr><td><strong>sjc</strong></td><td>Super Jump Cancel</td></tr><br><tr><td><strong>CH</strong></td><td>Counter Hit</td></tr><br><tr><td><strong>FC</strong></td><td>Fatal Counter</td></tr><br><tr><td><strong>RC</strong></td><td>Rapid Cancel</td></tr><br><tr><td><strong>OD</strong></td><td>Overdrive</td></tr><br><tr><td><strong>cOD</strong></td><td>Overdrive Cancel</td></tr><br><tr><td><strong>[ ]</strong></td><td>Hold Input</td></tr><br><tr><td><strong>(N)</strong></td><td>Attack must deal N amount of hits.</td></tr><br><tr><td><strong>[???] xN</strong></td><td>Repeat ??? N amount of times.</td></tr>[/table]
</div>
</div>
</div><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Guide Specific Notations Used</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">

<ul class="bbc"><li>Notations in <span style="color:#d25782;"><strong>pink</strong></span> are for prefixes only. Notations in <span style="color:#094ead;"><strong>blue</strong></span> are for suffixes only.</li>
</ul><p>[table]<br></p><tr><td><strong>c.</strong></td><td>The attack must be used as close to the opponent as possible.</td></tr><br><tr><td><strong>f.</strong></td><td>The attack must be used as far away from the opponent as possible.</td></tr><br><tr><td><span style="color:#d25782;"><strong>[sS]</strong></span></td><td>Side Swap combo</td></tr><br><tr><td><span style="color:#d25782;"><strong>[CO]</strong></span></td><td>Crouching Opponent</td></tr><br><tr><td><span style="color:#d25782;"><strong>[AA]</strong></span></td><td>Anti-air or Air-to-Air</td></tr><br><tr><td><span style="color:#d25782;"><strong>[RP]</strong></span></td><td>Roll Punish</td></tr><br><tr><td><span style="color:#d25782;"><strong>[HP&lt;N%]</strong></span></td><td>Player HP less than N% required before combo start. Needed only for Overdrive combos.</td></tr><br><tr><td><span style="color:#d25782;"><strong>[N%]</strong></span></td><td>Player Heat % required before combo start.</td></tr><br><tr><td><span style="color:#d25782;"><strong>[ND]</strong></span></td><td>Graviton on the field before the combo starts. Changing N to the specific graviton input.</td></tr><br><tr><td><span style="color:#d25782;"><strong>[22B]</strong></span></td><td>22B on the field before the combo starts.</td></tr><br><tr><td><span style="color:#094ead;"><strong>[N/N%]</strong></span></td><td>Damage/Heat Gain %</td></tr>[/table]
</div>
</div>
</div></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Challenge Mode Combos</b></div>[collapse]<br><strong>Mission #01</strong><br>
D &gt; 236D<br><br><strong>Mission #02</strong><br>
236A/B<br><br><strong>Mission #03</strong><br>
236C<br><br><strong>Mission #04</strong><br>
214A/B/C<br><br><strong>Mission #05</strong><br>
22A/B<br><br><strong>Mission #06</strong><br>
22C<br><br><strong>Mission #07</strong><br>
214214A/B/C<br><br><strong>Mission #08</strong><br>
632146D<br><br><strong>Mission #09</strong><br>
OD &gt; 23663214C<br><br><strong>Mission #10</strong><br>
720D<br><br><strong>Mission #11</strong><br>
5B &gt; 5C &gt; 3C(2) &gt; 5D <span style="color:#094ead;">[1468/10%]</span><br><br><strong>Mission #12</strong><br>
5B &gt; 2B(1) &gt; 3C(2) &gt; 236A <span style="color:#094ead;">[1937/13%]</span><br><br><strong>Mission #13</strong><br>
j.B(1) &gt; 5B &gt; 6A &gt; 5B &gt; 5C &gt; 3C(2) &gt; 236A <span style="color:#094ead;">[2084/14%]</span><br><br><strong>Mission #14</strong><br>
2B(1) &gt; 5B &gt; 5C &gt; 3C(2) &gt; 214214A , 5D &gt; 236C <span style="color:#094ead;">[3051/10-50+2%]</span><br>
Note: You can do 2B(2) starter but the damage proration is worse.<br><br><strong>Mission #15</strong><br>
5D , 2B(1) &gt; 5B &gt; 5C &gt; 236D , 2B(1) &gt; 5B &gt; 5C &gt; 3C(2) <span style="color:#094ead;">[2035/14%]</span><br><br><strong>Mission #16</strong><br>
5BC &gt; 8D &gt; 6C &gt; j.236D |&gt; 6B(2) &gt; 236B <span style="color:#094ead;">[2680+500/19%]</span><br><br><strong>Mission #17</strong><br>
6[A] &gt; jc &gt; j.B(2) &gt; j.C &gt; j.6/9D &gt; j.236D <span style="color:#094ead;">[1532/11%]</span><br><br><strong>Mission #18</strong><br>
4BC &gt; 8D , 66 &gt; 5B &gt; 6A &gt; jc &gt; j.B(2) &gt; jc &gt; j.B(1) &gt; j.2C <span style="color:#094ead;">[2432/17%]</span><br><br><strong>Mission #19</strong><br>
6[A] &gt; 6C |&gt; 5A &gt; 5B &gt; 6A &gt; jc &gt; j.B(2) &gt; jc &gt; j.B(1) &gt; j.C &gt; j.2363214C <span style="color:#094ead;">[3911/17-100%]</span><br><br><strong>Mission #20</strong><br>
While fighting the CPU, land 720D.<br><br><strong>Mission #21</strong><br>
j.BC &gt; j.9D |&gt; 66 &gt; 2C &gt; 6C &gt; j.236D |&gt; 6B(2) &gt; 236C <span style="color:#094ead;">[4209/22-50%]</span><br><br><strong>Mission #22</strong><br><span style="color:#d25782;">[Corner]</span> 9D &gt; 2B(1) &gt; 5B &gt; 5C &gt; 236A , 5B &gt; 6A &gt; jc &gt; j.B(2) &gt; jc &gt; j.B(1) &gt; j.2C <span style="color:#094ead;">[2521/18%]</span><br><br><strong>Mission #23</strong><br><span style="color:#d25782;">[Corner]</span> 6B(2) &gt; 5C &gt; 2C &gt; 236B , 6A &gt; 22A &gt; 6B(2) &gt; 5C &gt; 6C &gt; j.2C <span style="color:#094ead;">[2976/21%]</span><br><br><strong>Mission #24</strong><br>
632146D , 66 &gt; 5B &gt; 6A &gt; jc &gt; j.B(2) &gt; jc &gt; j.B(2) &gt; j.C &gt; j.6/9D &gt; j.236D |&gt; 66 &gt; 2C &gt; 6C &gt; j.2C <span style="color:#094ead;">[2481/-50+9%]</span><br><br><strong>Mission #25</strong><br>
Deal 4000 damage in a combo, starting with a blocked CT.<br>
CT , 2C &gt; 6C &gt; j.D &gt; j.236D |&gt; 66 &gt; 6[A] &gt; 22B , 5B &gt; 5C &gt; 236C <span style="color:#094ead;">[4458/-25+15-50%]</span><br><br><strong>Mission #26</strong><br>
6B(1) &gt; RC &gt; 2B(1) &gt; 5B &gt; 5C &gt; 2C &gt; 5D &gt; 2B(1) &gt; 5B &gt; 5C &gt; 236D , 2B(1) &gt; 5B &gt; 5C &gt; 3C(2) &gt; 236A <span style="color:#094ead;">[2601/3-50+8%]</span><br><br><strong>Mission #27</strong><br>
5B &gt; 5C &gt; 3C(2) &gt; 214214A , 5D &gt; 22B , 5B &gt; 5C &gt; 2C , 5C &gt; 236B , 6B &gt; 236C <span style="color:#094ead;">[5675/7-50+7-50%]</span><br><br><strong>Mission #28</strong><br>
6<strong>(2) &gt; 6D &gt; 5C &gt; 236B , 6</strong><strong><strong>(2) &gt; 22B , 5A &gt; 5B &gt; 5D , 236C </strong></strong><span style="color:#094ead;"><strong><strong>[4247/23-50%]</strong></strong></span><br><br><strong><strong><strong>Mission #29</strong></strong></strong><br><span style="color:#d25782;"><strong><strong>[Corner]</strong></strong></span><strong><strong> 2C &gt; 5D &gt; 5B &gt; 5C &gt; 236D &gt; OD &gt; 5B &gt; 5C &gt; 3C(2) &gt; 5D , 236C , 5C &gt; 236B , 6A &gt; 214214A</strong></strong><span style="color:#094ead;"><strong><strong>[6030/26-50+1-50%]</strong></strong></span><br><br><strong><strong><strong>Mission #30</strong></strong></strong><br><strong><strong>
Do two Jamming Dark's (632146D) in the same combo in the corner. Given 100% Heat and are at full health.</strong></strong><br><span style="color:#d25782;"><strong><strong>[Corner]</strong></strong></span><strong><strong> 632146D |&gt; 66 &gt; 2C &gt; 6C &gt; [j.C &gt; j.D]x2 &gt; j.236D |&gt; 6[A] &gt; 22B , 5B &gt; cOD &gt; 632146D </strong></strong><span style="color:#094ead;"><strong><strong>[4702/-50+12-50%]</strong></strong></span><br><strong><strong>
Note: You have to be away from the corner at the start.[/collapse]</strong></strong></div>
]]></description><guid isPermaLink="false">8646</guid><pubDate>Mon, 28 Apr 2014 18:08:44 +0000</pubDate></item><item><title>[CP] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)</title><link>https://www.forums.dustloop.com/forums/topic/7006-cp-kokonoe-gameplay-discussion-discuss-videoscombosquestionsetc/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center"><img src="http://kurushii.tv/Dustloop/BBCP/Graphics/Kokonoe/BBCP_Header_Gameplay_Discussion.png" alt="BBCP_Header_Gameplay_Discussion.png"><p>
</p><p>
<strong><em>*Note* - When browsing the Kokonoe forums please follow the rules of the site, failure to do so will result in an Infraction. If you do not know the rules you can check them here -&gt; </em></strong><a href="" http: rel="external nofollow"><strong><em>Site Rules</em></strong></a><strong><em>.</em></strong></p></div><p></p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Gameplay Discussion Only Please!:</b></div><ul><li>Remember to keep the discussion strictly gameplay related.<br></li><li>Feel free to discuss Match Videos, Combos, Mixups, Strategies, etc.<br></li><li>If you have a question or are unsure about something, please look on the wiki first. Her page can be found <a href="" http: rel="external nofollow">here</a>.<br></li><li>Please take all Story related discussion to the <a href="" http: rel="external nofollow">Chrono Phantasma Story Thread.</a><br></li><li>Please take any off-topic Kokonoe discussion to the Kokonoe Group found <a href="" http: rel="external nofollow">here</a>.<br>
</li></ul></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Things To Do List (as of 11/04/13):</b></div><ul><li>Create a Kokonoe 101 Thread.<br></li><li>Create a Critique Thread.<br></li><li>Create a Q&amp;A Thread.<br></li></ul><p></p></div><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Completed Tasks (as of 11/04/13):</b></div><p>
</p><ul data-ipsBBCode-list="true"><p>
[*]<span style="text-decoration:line-through">Video Thread layout changed. (11/04/13)</span></p><p>
[*]<span style="text-decoration:line-through">Combo Thread layout changed. (11/04/13)</span></p><p>
[*]<span style="text-decoration:line-through">Combo Thread created. (10/07/13)</span></p><p>
[*]<span style="text-decoration:line-through">Video Thread created. (10/07/13)</span></p><p>
[*]<span style="text-decoration:line-through">Gameplay Discussion thread created. (10/07/13)</span></p><p>
</p><p></p><p>
</p><p>
</p><p><img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballKO2.png" alt=":KO:"></p><div style="text-align:center"></div><p></p></ul></div>
]]></description><guid isPermaLink="false">7006</guid><pubDate>Mon, 07 Oct 2013 05:40:54 +0000</pubDate></item><item><title>[CP] Kokonoe - Video Thread [Updated 03/24/2014]</title><link>https://www.forums.dustloop.com/forums/topic/7008-cp-kokonoe-video-thread-updated-03242014/</link><description>

</description><guid isPermaLink="false">7008</guid><pubDate>Mon, 07 Oct 2013 05:45:07 +0000</pubDate></item><item><title>[CP] Kokonoe - Combo Thread [Updated 03/25/2014]</title><link>https://www.forums.dustloop.com/forums/topic/7009-cp-kokonoe-combo-thread-updated-03252014/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/BBCP/Graphics/Kokonoe/BBCP_Header_Combo_Thread.png" alt="BBCP_Header_Combo_Thread.png"><br><br><em><strong>*Note* - When browsing the Kokonoe forums please follow the rules of the site, failure to do so will result in an Infraction. If you do not know the rules you can check them here -&gt; <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Site Rules</a>.</strong></em></p><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Information</b></div><ul class="bbc"><li>If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page <a data-ipb="nomediaparse" href="" http: rel="external nofollow">here</a>. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Kokonoe. Also refrain from using move names and abbreviations.</li><li>Please refrain from going off topic in this thread. This thread is for posting of combos only.</li><li>Only the most optimal combos will be listed in this thread.</li></ul><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>General Notations Used</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
[table]<br><tr><td><strong>&gt;</strong></td><td>Gatling/cancel the previous move into the following move.</td></tr><br><tr><td><strong>,</strong></td><td>Link the previous move into the following move.</td></tr><br><tr><td><strong>|&gt;</strong></td><td>After landing.</td></tr><br><tr><td><strong>j</strong></td><td>Jump</td></tr><br><tr><td><strong>sj</strong></td><td>Super Jump</td></tr><br><tr><td><strong>ad</strong></td><td>Air Dash</td></tr><br><tr><td><strong>iad</strong></td><td>Instant Air Dash</td></tr><br><tr><td><strong>jc</strong></td><td>Jump Cancel</td></tr><br><tr><td><strong>sjc</strong></td><td>Super Jump Cancel</td></tr><br><tr><td><strong>CH</strong></td><td>Counter Hit</td></tr><br><tr><td><strong>FC</strong></td><td>Fatal Counter</td></tr><br><tr><td><strong>RC</strong></td><td>Rapid Cancel</td></tr><br><tr><td><strong>OD</strong></td><td>Overdrive</td></tr><br><tr><td><strong>cOD</strong></td><td>Overdrive Cancel</td></tr><br><tr><td><strong>[ ]</strong></td><td>Hold Input</td></tr><br><tr><td><strong>(N)</strong></td><td>Attack must deal N amount of hits.</td></tr><br><tr><td><strong>[???] xN</strong></td><td>Repeat ??? N amount of times.</td></tr>[/table]
</div>
</div>
</div><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Guide Specific Notations Used</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
<ul class="bbc"><li>Notations in <span style="color:#d25782;"><strong>pink</strong></span> are for prefixes only. Notations in <span style="color:#094ead;"><strong>blue</strong></span> are for suffixes only.</li></ul>[table]<br><tr><td><strong>c.</strong></td><td>The attack must be used as close to the opponent as possible.</td></tr><br><tr><td><strong>f.</strong></td><td>The attack must be used as far away from the opponent as possible.</td></tr><br><tr><td><span style="color:#d25782;"><strong>[sS]</strong></span></td><td>Side Swap combo</td></tr><br><tr><td><span style="color:#d25782;"><strong>[CO]</strong></span></td><td>Crouching Opponent</td></tr><br><tr><td><span style="color:#d25782;"><strong>[AA]</strong></span></td><td>Anti-air or Air-to-Air</td></tr><br><tr><td><span style="color:#d25782;"><strong>[RP]</strong></span></td><td>Roll Punish</td></tr><br><tr><td><span style="color:#d25782;"><strong>[HP&lt;N%]</strong></span></td><td>Player HP less than N% required before combo start. Needed only for Overdrive combos.</td></tr><br><tr><td><span style="color:#d25782;"><strong>[N%]</strong></span></td><td>Player Heat % required before combo start.</td></tr><br><tr><td><span style="color:#d25782;"><strong>[ND]</strong></span></td><td>Graviton on the field before the combo starts. Changing N to the specific graviton input.</td></tr><br><tr><td><span style="color:#094ead;"><strong>[N/N%]</strong></span></td><td>Damage/Heat Gain %</td></tr>[/table]
</div>
</div>
</div></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Challenge Mode Combos</b></div>[collapse]<br><strong>Mission #01</strong><br>D &gt; 236D<br><br><strong>Mission #02</strong><br>236A/B<br><br><strong>Mission #03</strong><br>236C<br><br><strong>Mission #04</strong><br>214A/B/C<br><br><strong>Mission #05</strong><br>22A/B<br><br><strong>Mission #06</strong><br>22C<br><br><strong>Mission #07</strong><br>214214A/B/C<br><br><strong>Mission #08</strong><br>632146D<br><br><strong>Mission #09</strong><br>OD &gt; 23663214C<br><br><strong>Mission #10</strong><br>720D<br><br><strong>Mission #11</strong><br>5B &gt; 5C &gt; 3C(2) &gt; 5D <span style="color:#094ead;">[1606/11%]</span><br><br><strong>Mission #12</strong><br>5B &gt; 2B(2) &gt; 3C(2) &gt; 236A <span style="color:#094ead;">[2180/15%]</span><br><br><strong>Mission #13</strong><br>j.B(1) &gt; 5B &gt; 6A &gt; 5B &gt; 5C &gt; 3C(2) &gt; 236A <span style="color:#094ead;">[2561/18%]</span><br><br><strong>Mission #14</strong><br>2B(1) &gt; 5B &gt; 5C &gt; 3C(2) &gt; 214214A/B/C , 5D &gt; 236C <span style="color:#094ead;">[3618/11-50+3%]</span><br>Note: You can do 2B(2) starter but the damage proration is worse.<br><br><strong>Mission #15</strong><br>5D , 2B(2) &gt; 5B &gt; 5C &gt; 236D , 2B(2) &gt; 5C &gt; 3C(2) <span style="color:#094ead;">[2269/16%]</span><br><br><strong>Mission #16</strong><br>5BC &gt; 8D &gt; 6C &gt; j.236D |&gt; 6B &gt; 236B <span style="color:#094ead;">[2895+500/24%]</span><br><br><strong>Mission #17</strong><br>6[A] &gt; jc &gt; j.B(2) &gt; j.C &gt; j.6D &gt; j.236D <span style="color:#094ead;">[1915/13%]</span><br><br><strong>Mission #18</strong><br>4BC &gt; 8D , 66 &gt; 5B &gt; 6A &gt; jc &gt; j.B(2) &gt; jc &gt; j.B(1) &gt; j.2C <span style="color:#094ead;">[2611/18%]</span><br><br><strong>Mission #19</strong><br>6B(2) , 5A &gt; 5B &gt; 6A &gt; jc &gt; j.B(2) &gt; jc &gt; j.B(2) &gt; j.C &gt; j.2363214C <span style="color:#094ead;">[3476/13-100%]</span><br><br><strong>Mission #20</strong><br>While fighting the CPU, land 720D.<br><br><strong>Mission #21</strong><br>j.BC &gt; j.9D |&gt; 66 &gt; 2C &gt; 6C &gt; j.236D |&gt; 214A , sj.2C <span style="color:#094ead;">[3238/23%]</span><br><br><strong>Mission #22</strong><br><span style="color:#d25782;">[Corner]</span> 5B &gt; 5C &gt; 3C(2) &gt; 236A , 5A &gt; 5B &gt; 6A &gt; sjc &gt; j.B(2) &gt; j.2C <span style="color:#094ead;">[3183/22%]</span><br><br><strong>Mission #23</strong><br><span style="color:#d25782;">[Corner]</span> 5B &gt; 5C &gt; 2C &gt; 236B , 5B &gt; 6[A] &gt; 6B(2) &gt; 214214A , 5D &gt; 236C <span style="color:#094ead;">[4763/24-50+3%]</span><br><br><strong>Mission #24</strong><br>632146D , 66 &gt; 5B &gt; 6A &gt; jc &gt; j.B(2) &gt; jc &gt; j.B(2) &gt; j.C &gt; j.6D &gt; j.236D |&gt; 66 &gt; 2C &gt; 6C &gt; j.2C <span style="color:#094ead;">[2899/-50+20%]</span><br><br><strong>Mission #25</strong><br>Deal 3000 damage in a combo, starting with a CT.<br>CT , 2C &gt; 6C &gt; jc &gt; j.B(2) &gt; j.C &gt; j.6/9D &gt; j.236D |&gt; 66 &gt; 6B(2) &gt; 236B <span style="color:#094ead;">[3223/-25+9%]</span><br><br><strong>Mission #26</strong><br>6B(1) &gt; RC &gt; 2B(1) &gt; 5B &gt; 5C &gt; 2C &gt; 5D &gt; 2B(1) &gt; 5B &gt; 5C &gt; 236D &gt; 2B(1) &gt; 5B &gt; 5C &gt; 3C(2) &gt; 236A <span style="color:#094ead;">[2716/3-50+6%]</span><br><br><strong>Mission #27</strong><br>5B &gt; 5C &gt; 3C(2) &gt; 214214A/B/C , 5D &gt; 22B , 5B &gt; 6<strong> &gt; 236D &gt; 6B &gt; 236B </strong><span style="color:#094ead;"><strong>[4749/11-50+7%]</strong></span><br><br><strong><strong>Mission #28</strong></strong><br><strong>6B(2) &gt; 5D &gt; 6A &gt; jc &gt; j.B(2) &gt; j.2C |&gt; 5A &gt; 5B &gt; 236A , 3C(2) &gt; 236C </strong><span style="color:#094ead;"><strong>[3054/21%]</strong></span><br><br><strong><strong>Mission #29</strong></strong><br><strong>CT &gt; 66 &gt; 6[A] &gt; 6</strong><strong><strong>(2) &gt; 5B &gt; 6A &gt; jc &gt; j.B(2) &gt; j.C &gt; j.6D &gt; j.236D |&gt; 66 &gt; 2C &gt; 6B(2) &gt; 236B , 6A &gt; 236C </strong></strong><span style="color:#094ead;"><strong><strong>[4813/-25+21%]</strong></strong></span><br><br><strong><strong><strong>Mission #30</strong></strong></strong><br><strong><strong>Deal 7000 damage in a combo.</strong></strong><br><strong><strong>OD &gt; 2363214C &gt; [C] </strong></strong><span style="color:#094ead;"><strong><strong>[8310/-100%]</strong></strong></span><strong><strong>[/collapse]</strong></strong></div>
]]></description><guid isPermaLink="false">7009</guid><pubDate>Mon, 07 Oct 2013 05:46:21 +0000</pubDate></item><item><title>[CP1.1] Kokonoe - Changelog</title><link>https://www.forums.dustloop.com/forums/topic/8681-cp11-kokonoe-changelog/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/BBCP/Graphics/Kokonoe/BBCP_Header_Changelog.png" alt="BBCP_Header_Changelog.png"></p><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Official ASW and Famitsu Changelog</b></div><br><strong>Backdash:</strong> Duration decreased 24F -&gt; 22F. Invincibile frames shortened 1F-12F -&gt; 1F-7F. Airborne duration decreased 1F-16F -&gt; 1F-14F. Distance traveled decreased.<br><strong>Negative Penalty Resistance:</strong> Increased 2 -&gt; 4.<br><strong>Character Combo Rate:</strong> Decreased 80% -&gt; 70%.<br><strong>Hitstun hurtbox:</strong> Larger in all directions.<br><strong>5C:</strong> No longer jump-cancelable on block, but still possible on hit. Can no longer cancel into 6A and 6B.<br><strong>2C:</strong> Can no longer cancel into 6A and 6B.<br><strong>5B, 2B:</strong> Can only be canceled into 2 times in a single chain. Can no longer cancel into 6B.<br><strong>2B:</strong> Hurtbox increased (up to the wrench).<br><strong>3C:</strong> Special-cancelable [Error, nothing changed]. The second hit has Attack Level 2.<br><strong>j.B:</strong> Hitbox is now smaller and hurtbox is larger.<br><strong>6B:</strong> The second hit can now cancel into 5C and 3C. The second hit's non-charged version's attack level is now 3 (rather than 5). Now forces crouching on ground hit.<br><strong>j.C:</strong> Can now be blocked while crouching. Attack level decreased to 3 (rather than 4).<br><strong>j.2C:</strong> Damage decreased to 900 (rather than 1000). P1 decreased to 70% (rather than 90%). No longer knocks down on ground hit. Now has the landing recovery of 9 frames. SMP removed.<br><strong>Graviton Gauge:</strong> Now decreases by 2 units per frame and recovers by 6 units per frame (rather than by 1 and 3, respectively; the gauge's total amount is 1500).<br><strong>Activate:</strong> Can now only hit opponents already in hitstun.<br><strong>A Armament No02 [broken Bunker Assault Ver2.21] (236A):</strong> The recovery on hit is increased. The follow-up time in the corner decreased to 5 frames (rather than 8).<br><strong>Armament No02 [broken Bunker Assault Ver2.21] (Explosion):</strong> P1 decreased 100% -&gt; 75. P2 increased 70% -&gt; 92%.<br><strong>Armament No06 [Planar Haze Ver1.24] (22C):</strong> If Kokonoe stands closer to Graviton's back, she teleports in front of it. Can no longer cross-up if the opponent is standing in the corner.<br><strong>Armament No04α [Flame Cage Ver1.43] (214A/B/C):</strong> Number of hits reduced 6 -&gt; 4.<br><strong>B Armament No05 [banishing Rays Ver3.10] (22B):</strong> Trap doesn't activate unless the opponent comes closer than before. Can now be used again (the icon re-lights) 30 frames later (like the A version).<br><strong>Armament No03 [Absolute Zero Ver4.32] (236C):</strong> The freezing gun's chip damage is decreased 100 per hit -&gt; 50 per hit. Shots fired decreased 48 -&gt; 40. Damage per shot decreased 70 -&gt; 60. Total damage decreased 2500 -&gt; 1671.<br><strong>Armament No04β [Pyro: Flaming Belborg Ver2.73] (214214A/B/C):</strong> The projectile's minimum damage decreased 20% -&gt; 10%.<br><strong>OD Armament No04β [Pyro: Flaming Belborg Ver2.73] (214214A/B/C):</strong> The damage is 210x18 (regular version's is 270x12). P2 is 97% (regular version's is 95%). Hit stop is 2F per hit (regular version's is 3F per hit). Minimal damage is 15%.<br><strong>Armament No07 [Jamming Dark Ver1.65] (632146D):</strong> On activation, deployed Graviton disappears and the Graviton gauge stops recovering. When used in the corner, the attack comes out beyond the screen. The heat gauge cooldown is now 240 frames.<br><strong>OD Armament No07 [Jamming Dark Ver1.65] (632146D):</strong> The damage is 1800. When used in the corner, the attack comes out on the screen.<br><strong>Armament No08 [Hiten Greed Climb Ver1.00]:</strong> New super move. Triggers automatically after Absolute Zero hits if Kokonoe has 50 Heat. The OD version deals more damage. Damage values not listed.<br></div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Unlisted Changes</b></div><br><strong>Gatlings lost on hit &amp; block:</strong><br>6A &gt; 6B<br>6A &gt; 5C<br>6A &gt; 2C<br>6A &gt; 3C<br>6A can only be canceled into 1 time in a single chain.<br><br><strong>Frame Adv:</strong><br>5C: -6 (from -5)<br>6B: -6 (from -2)<br>6C: -15 (from -14)<br>3C: -4 (from -1)<br>CA: -12 (from -17)<br>236A: -8 (from -7)<br>236B: -14 (from -13)<br>236C: -8 (from -5)<br><br><strong>Damage Changes:</strong><br>2B: 400, 244 to 400, 214<br>6B: 430, 244 to 430, 214<br>6<strong>: 500, 300 to 500, 263</strong><br><strong>3C: 450, 288 to 450, 252</strong><br><strong>j.A: 130, 85, 79 to 130, 66, 61</strong><br><strong>j.B: 420, 268 to 420, 209</strong><br><strong>236D: 500 to 280</strong><br><strong>236D(OD): 750 to 420</strong><br><strong>236A: 600, 441, 338 to 600, 386, 296</strong><br><strong>236B: 700, 515, 500 to 700, 450, 500</strong><br><strong>236C: 500, 1673-2000 to 500, 1064-1171</strong><br><div style="margin:20px; margin-top:5px"><strong>
</strong><div class="smallfont" style="margin-bottom:2px"><b><strong>Collapsed:</strong></b><strong> </strong><i><strong>More Info</strong></i><strong>: </strong><input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div><strong>
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</strong><br><strong>v1.0</strong><br><strong>Max Range (5C distance):</strong><br><strong>2173</strong><br><strong>2197</strong><br><strong>2221</strong><br><strong>Mid Range (5A distance):</strong><br><strong>2221</strong><br><strong>2245</strong><br><strong>2269</strong><br><strong>Close Range (Throw distance):</strong><br><strong>2411</strong><br><strong>2454</strong><br><strong>2459</strong><br><strong>2475</strong><br><strong>2480</strong><br><strong>2495</strong><br><strong>2500</strong><br><strong> </strong><br><strong>-----</strong><br><strong> </strong><br><strong>v1.1</strong><br><strong>Max Range (5C distance):</strong><br><strong>1564</strong><br><strong>1586</strong><br><strong>1608</strong><br><strong>1629</strong><br><strong>Mid Range (5A distance):</strong><br><strong>1608</strong><br><strong>1629</strong><br><strong>1650</strong><br><strong>1671</strong><br><strong>Close Range (Throw distance):</strong><br><strong>1650</strong><br><strong>1671</strong><br></div><strong>
</strong></div><strong>
</strong></div><br><strong>214A/B/C: 240, 140, 129, 119, 109, 100 to 240, 123, 113, 104</strong><br><strong>22B: 400, 209*5 to 400, 183*5</strong><br><strong>214214A/B/C: 1000, 100, 96, 91, 86, 82, 78, 74, 70, 67, 63, 60, 57 to 1000, 88, 84, 79, 75, 72, 68, 65, 61, 58, 55, 52, 50</strong><br><strong>2363214C: 3652-7471 to 3220-6766</strong><br><strong>j.2363214C: 4295 to 3782</strong><br><strong>2363214C(OD): 5510-13110 to 4869-12469</strong><br><strong>j.2363214C(OD): 5176 to 4683</strong><br><br><strong><strong>Heat Changes:</strong></strong><br><strong>2B: 4.6% to 4.4%</strong><br><strong>6B: 4.8% to 4.6%</strong><br><strong>6</strong><strong><strong>: 5.7% to 5.4%</strong></strong><br><strong><strong>3C: 5.3% to 5.0%</strong></strong><br><strong><strong>j.A: 2.1% to 1.8%</strong></strong><br><strong><strong>j.B: 4.9% to 4.5%</strong></strong><br><strong><strong>j.2C: 7.2% to 6.4%</strong></strong><br><strong><strong>236D: Have to figure out how to calculate now.</strong></strong><br><strong><strong>236D(OD): Have to figure out how to calculate now.</strong></strong><br><strong><strong>236A: 9.9% to 9.2%</strong></strong><br><strong><strong>236B: 12.2% to 8.2%</strong></strong><br><strong><strong>236C: 17.6% to 11.8%</strong></strong><br><strong><strong>214A/B/C: 5.9% to 4.1%</strong></strong><br><strong><strong>22B: 10.4% to 9.4%</strong></strong><br><br><strong><strong><strong>New Move Info:</strong></strong></strong><br><strong><strong>Armament No.4β "Pyro: Flaming Belobog v2.73" (214214A/B/C, air OK)</strong></strong><br><strong><strong>Damage(OD): 1000, 68, 66, 64, 63, 60, 58, 57, 55, 53, 51, 50, 49, 47, 46, 44, 43, 42, 40</strong></strong><br><strong><strong> </strong></strong><br><strong><strong>Armament No.8 "Hiten Greed Climb v1.00" (Automatic after 236C)</strong></strong><br><strong><strong>Damage: 500, 100*5</strong></strong><br><strong><strong>Damage(OD): 700, 75*11</strong></strong><br><strong><strong>Cancel: R</strong></strong><br><strong><strong>Note: Damage is always the same, and isn't affected by proration in combos. Requires Kokonoe to be facing the opponent to activate. Sometimes will not activate if a graviton is in play.</strong></strong><br></div>
]]></description><guid isPermaLink="false">8681</guid><pubDate>Tue, 13 May 2014 02:53:36 +0000</pubDate></item><item><title>[CP] Kokonoe - Oki Thread</title><link>https://www.forums.dustloop.com/forums/topic/7883-cp-kokonoe-oki-thread/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/BBCP/Graphics/Kokonoe/BBCP_Header_Oki_Thread.png" alt="BBCP_Header_Oki_Thread.png"><br><br><em><strong>*Note* - When browsing the Kokonoe forums please follow the rules of the site, failure to do so will result in an Infraction. If you do not know the rules you can check them here -&gt; <a data-ipb="nomediaparse" href="" http: rel="external nofollow">Site Rules</a>.</strong></em></p><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Information</b></div><ul class="bbc"><li>If you'd like to contribute, please feel free to do so! Just post the oki/setup you created, but please write them properly. If you are unsure on how to write notation properly, then read the wiki page <a data-ipb="nomediaparse" href="" http: rel="external nofollow">here</a>. Make sure to read the Notation Used section in this post so that you understand the specific notations used for Kokonoe. Also refrain from using move names and abbreviations.</li><li>Make sure to mention what screen position and ender you used. Also if it works only on specific characters.</li><li>Please refrain from going off topic in this thread. This thread is for posting and discussion of oki only.</li></ul><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>General Notations Used</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
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[table]<br><tr><td><strong>&gt;</strong></td><td>Gatling/cancel the previous move into the following move.</td></tr><br><tr><td><strong>,</strong></td><td>Link the previous move into the following move.</td></tr><br><tr><td><strong>|&gt;</strong></td><td>After landing.</td></tr><br><tr><td><strong>j</strong></td><td>Jump</td></tr><br><tr><td><strong>sj</strong></td><td>Super Jump</td></tr><br><tr><td><strong>ad</strong></td><td>Air Dash</td></tr><br><tr><td><strong>iad</strong></td><td>Instant Air Dash</td></tr><br><tr><td><strong>jc</strong></td><td>Jump Cancel</td></tr><br><tr><td><strong>sjc</strong></td><td>Super Jump Cancel</td></tr><br><tr><td><strong>CH</strong></td><td>Counter Hit</td></tr><br><tr><td><strong>FC</strong></td><td>Fatal Counter</td></tr><br><tr><td><strong>RC</strong></td><td>Rapid Cancel</td></tr><br><tr><td><strong>OD</strong></td><td>Overdrive</td></tr><br><tr><td><strong>cOD</strong></td><td>Overdrive Cancel</td></tr><br><tr><td><strong>[ ]</strong></td><td>Hold Input</td></tr><br><tr><td><strong>(N)</strong></td><td>Attack must deal N amount of hits.</td></tr><br><tr><td><strong>[???] xN</strong></td><td>Repeat ??? N amount of times.</td></tr>[/table]
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</div><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Guide Specific Notations Used</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
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<ul class="bbc"><li>Notations in <span style="color:#d25782;"><strong>pink</strong></span> are for prefixes only. Notations in <span style="color:#094ead;"><strong>blue</strong></span> are for suffixes only.</li></ul>[table]<br><tr><td><strong>c.</strong></td><td>The attack must be used as close to the opponent as possible.</td></tr><br><tr><td><strong>f.</strong></td><td>The attack must be used as far away from the opponent as possible.</td></tr><br><tr><td><span style="color:#d25782;"><strong>[sS]</strong></span></td><td>Side Swap combo</td></tr><br><tr><td><span style="color:#d25782;"><strong>[CO]</strong></span></td><td>Crouching Opponent</td></tr><br><tr><td><span style="color:#d25782;"><strong>[AA]</strong></span></td><td>Anti-air or Air-to-Air</td></tr><br><tr><td><span style="color:#d25782;"><strong>[RP]</strong></span></td><td>Roll Punish</td></tr><br><tr><td><span style="color:#d25782;"><strong>[HP&lt;N%]</strong></span></td><td>Player HP less than N% required before combo start. Needed only for Overdrive combos.</td></tr><br><tr><td><span style="color:#d25782;"><strong>[N%]</strong></span></td><td>Player Heat % required before combo start.</td></tr><br><tr><td><span style="color:#d25782;"><strong>[ND]</strong></span></td><td>Graviton on the field before the combo starts. Changing N to the specific graviton input.</td></tr><br><tr><td><span style="color:#094ead;"><strong>[N/N%]</strong></span></td><td>Damage/Heat Gain %</td></tr>[/table]
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]]></description><guid isPermaLink="false">7883</guid><pubDate>Tue, 12 Nov 2013 08:45:43 +0000</pubDate></item></channel></rss>
