That is a perfect symptom of memory management (or lack of).
Devices with 1GB of ram typically only have 500MB or even less free, due to all the background Apps and Services.
CocoonJS can easily load more than that if you have a lot of big BGs, and lots of animations in your sprites. Originally my game crashed on 1gb devices due to loading way too much assets, I had to remove a lot of animations, bgs, and resized them smaller. Then it ran fine, but it was using 450MB of ram!
Same compiled with Crosswalk uses 250MB max. I had smoother performance with Crosswalk as well.
As an example: A 1280 x 720p BG will enter a vram Texture of 2048 x 2048, and require something like 16MB (forgot the maths) of ram for that single BG alone. Now if you have multiple stages, like I did, I had about 25 of such backgrounds!! 16 x 25 = 400MB alone for the BG due to CocoonJS loading everything into vram. I had to reduce the BG to 10 only (160MB). Add in all the sprite animations...
ps. For the record, that is a stupid way to go about making mobile games, never again will I do a single large BG picture.
CocoonJS is great for smaller games, with its support for Ads and Google Store/Apple Store. But bigger more complex games with lots of art.. no go, don't even bother.