Melty Blood/MBTL/Kouma Kishima/Matchups: Difference between revisions
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Kouma | | player =Kouma | ||
| character =Tohno | | character =Shiki Tohno | ||
| image = | | shortName =Tohno | ||
| charLink =Melty Blood/MBTL/Tohno | | image =MBTL tohno icon.png | ||
| charLink =Melty Blood/MBTL/Shiki Tohno | |||
| favorability = Even | | favorability = Even | ||
| data =*Overview: A tricky match-up for Kouma. You'll likely be playing at about ¾ screen distance and slowly inch towards each other into the kill zone. Once you get a hold of Tohno, it's not much different from most of the cast. | | data =*Overview: A tricky match-up for Kouma. You'll likely be playing at about ¾ screen distance and slowly inch towards each other into the kill zone. Once you get a hold of Tohno, it's not much different from most of the cast. | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Kouma | | player =Kouma | ||
| character =Arcueid | | character =Arcueid Brunestud | ||
| shortName =Arc | |||
| image =MBTL arcueid icon.png | | image =MBTL arcueid icon.png | ||
| charLink =Melty Blood/MBTL/Arcueid Brunestud | | charLink =Melty Blood/MBTL/Arcueid Brunestud | ||
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| player =Kouma | | player =Kouma | ||
| character =Akiha | | character =Akiha | ||
| image =MBTL | | shortName =Akiha | ||
| image =MBTL akiha icon.png | |||
| charLink =Melty Blood/MBTL/Akiha Tohno | | charLink =Melty Blood/MBTL/Akiha Tohno | ||
| favorability = Kouma Favored | | favorability = Kouma Favored | ||
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| player =Kouma | | player =Kouma | ||
| character =Ciel | | character =Ciel | ||
| shortName =Ciel | |||
| image =MBTL ciel icon.png | | image =MBTL ciel icon.png | ||
| charLink =Melty Blood/MBTL/Ciel | | charLink =Melty Blood/MBTL/Ciel | ||
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| player =Kouma | | player =Kouma | ||
| character =Hisui | | character =Hisui | ||
| image = | | shortName =Hisui | ||
| image =MBTL hisui icon.png | |||
| charLink =Melty Blood/MBTL/Hisui | | charLink =Melty Blood/MBTL/Hisui | ||
| favorability = Kouma Favored | | favorability = Kouma Favored | ||
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| player =Kouma | | player =Kouma | ||
| character =Kohaku | | character =Kohaku | ||
| image = | | shortName =Kohaku | ||
| image =MBTL kohaku icon.png | |||
| charLink =Melty Blood/MBTL/Kohaku | | charLink =Melty Blood/MBTL/Kohaku | ||
| favorability = Kouma Favored | | favorability = Kouma Favored | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Kouma | | player =Kouma | ||
| character =Maids | | character =Hisui & Kohaku | ||
| image = | | shortName =Maids | ||
| image =MBTL maids icon.png | |||
| charLink =Melty Blood/MBTL/Hisui & Kohaku | | charLink =Melty Blood/MBTL/Hisui & Kohaku | ||
| favorability = Kouma Favored | | favorability = Kouma Favored | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Kouma | | player =Kouma | ||
| character =Kouma | | character =Kouma Kishima | ||
| image = | | shortName =Kouma | ||
| charLink =Melty Blood/MBTL/Kouma | | image =MBTL kouma icon.png | ||
| charLink =Melty Blood/MBTL/Kouma Kishima | |||
| favorability =Even | | favorability =Even | ||
| data =*Overview: This will likely get wild. It's not unusual to see both Kouma's have armor installed (22C) and just run at each other or Arc Drive whiffing because 214B has a ton of throw invul. It is rarely a picture of safe, sane, and/or solid gameplay. | | data =*Overview: This will likely get wild. It's not unusual to see both Kouma's have armor installed (22C) and just run at each other or Arc Drive whiffing because 214B has a ton of throw invul. It is rarely a picture of safe, sane, and/or solid gameplay. | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Kouma | | player =Kouma | ||
| character =Miyako | | character =Miyako Arima | ||
| image = | | shortName =Miyako | ||
| charLink =Melty Blood/MBTL/Miyako | | image =MBTL miyako icon.png | ||
| favorability =Kouma | | charLink =Melty Blood/MBTL/Miyako Arima | ||
| favorability =Kouma Favored | |||
| data =*Overview: Miyako has a tough time navigating Kouma's buttons. Kouma's strong horizantal range and strong anti airs makes it especially hard for Miyako to capitalize on her great jump ins | | data =*Overview: Miyako has a tough time navigating Kouma's buttons. Kouma's strong horizantal range and strong anti airs makes it especially hard for Miyako to capitalize on her great jump ins | ||
*Neutral: Playing Neutral vs Miyako means you're going to be on the ground most of the time as this is where you are at your strongest in this match up. Pokes like 2B, 3C and 2C are really good to use. Your reason to be grounded is that Miyako does have really strong air normals and while your air normals are also pretty good as well, your air movement and how you use your buttons in the air are much more committal than hers. If you do end up in a situation where you have to be in the air, jB and jA are really good options to stuff air approaches but mainly your best bet is to be on the ground due to Kouma's ability to stuff out her more direct air approaches | *Neutral: Playing Neutral vs Miyako means you're going to be on the ground most of the time as this is where you are at your strongest in this match up. Pokes like 2B, 3C and 2C are really good to use. Your reason to be grounded is that Miyako does have really strong air normals and while your air normals are also pretty good as well, your air movement and how you use your buttons in the air are much more committal than hers. If you do end up in a situation where you have to be in the air, jB and jA are really good options to stuff air approaches but mainly your best bet is to be on the ground due to Kouma's ability to stuff out her more direct air approaches | ||
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| player =Kouma | | player =Kouma | ||
| character =Noel | | character =Noel | ||
| image = | | shortName =Noel | ||
| image =MBTL noel icon.png | |||
| charLink =Melty Blood/MBTL/Noel | | charLink =Melty Blood/MBTL/Noel | ||
| favorability = Even | | favorability = Even | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Kouma | | player =Kouma | ||
| character =Roa | | character =Michael Roa Valdamjong | ||
| image = | | shortName =Roa | ||
| charLink =Melty Blood/MBTL/Roa | | image =MBTL roa icon.png | ||
| charLink =Melty Blood/MBTL/Michael Roa Valdamjong | |||
| favorability = Roa Favored | | favorability = Roa Favored | ||
| data =*Overview: While not usually as oppressive as other zoners, Roa has access to easy air unblockables and plus frames with the same move (214C). His ground dashes (236X) and great airdash pressure often means he decides when it is time to throw hands. | | data =*Overview: While not usually as oppressive as other zoners, Roa has access to easy air unblockables and plus frames with the same move (214C). His ground dashes (236X) and great airdash pressure often means he decides when it is time to throw hands. | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Kouma | | player =Kouma | ||
| character =Vlov | | character =Vlov Arkhangel | ||
| image = | | shortName =Vlov | ||
| image =MBTL vlov icon.png | |||
| charLink =Melty Blood/MBTL/Vlov Arkhangel | | charLink =Melty Blood/MBTL/Vlov Arkhangel | ||
| favorability =Vlov Favored | | favorability =Vlov Favored | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Kouma | | player =Kouma | ||
| character =Warc | | character =Red Arcueid | ||
| image = | | shortName =Warc | ||
| charLink =Melty Blood/MBTL/ | | image =MBTL warc icon.png | ||
| charLink =Melty Blood/MBTL/Red Arcueid | |||
| favorability = Warc Favored | | favorability = Warc Favored | ||
| data =*Overview: Her rings make you want to jump. Her jB makes that a bad idea. Along with her ability to convert off of evasive actions, can make this a frustrating match. She'll likely spend a lot of Moon Gauge on her fireballs. Popping Moon Drive when she can't counter pop can lead to some big wins. | | data =*Overview: Her rings make you want to jump. Her jB makes that a bad idea. Along with her ability to convert off of evasive actions, can make this a frustrating match. She'll likely spend a lot of Moon Gauge on her fireballs. Popping Moon Drive when she can't counter pop can lead to some big wins. | ||
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| player =Kouma | | player =Kouma | ||
| character =Saber | | character =Saber | ||
| image = | | shortName =Saber | ||
| image =MBTL saber icon.png | |||
| charLink =Melty Blood/MBTL/Saber | | charLink =Melty Blood/MBTL/Saber | ||
| favorability = Even | | favorability = Even | ||
| data =*Overview: Saber's variety of long ranged pokes, fast movement, and strong jump ins will make it difficult for Kouma to catch her | | data =*Overview: Saber's variety of long ranged pokes, fast movement, and strong jump ins will make it difficult for Kouma to catch or contest her once she has you spaced out. However Kouma's own anti approach tools still work excellently | ||
*Neutral: Saber's excellent pokes and high mobility specials mean that it'll be on you to approach. Once she has stopped spamming j[C] of course. Force her to approach you on the ground after successfully anti airing more greedy attempts to directly jump in on you and use your variety of equally good pokes to tussle it out. | *Neutral: Saber's excellent pokes and high mobility specials mean that it'll be on you to approach. Once she has stopped spamming j[C] of course. Force her to approach you on the ground after successfully anti airing more greedy attempts to directly jump in on you and use your variety of equally good pokes to tussle it out. | ||
*Offense: Her 623C is slower than even your non-metered reversals, but that doesn't mean she'll never use it. If you have the health to spare, getting caught by Avalon should be considered a win. It's harder for her to impose her will without meter | *Offense: Her 623C is slower than even your non-metered reversals, but that doesn't mean she'll never use it. If you have the health to spare, getting caught by Avalon should be considered a win. It's harder for her to impose her will without meter | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Kouma | | player =Kouma | ||
| character =Aoko | | character =Aoko Aozaki | ||
| image = | | shortName =Aoko | ||
| charLink =Melty Blood/MBTL/Aoko | | image =MBTL aoko icon.png | ||
| charLink =Melty Blood/MBTL/Aoko Aozaki | |||
| favorability = Aoko Favored | | favorability = Aoko Favored | ||
| data =*Overview: It's not really the beams. It's the orbs that make this match up hard. In neutral and on defense. Also her access to an extra jump and air-dash make anti-airing he be real pain | | data =*Overview: It's not really the beams. It's the orbs that make this match up hard. In neutral and on defense. Also her access to an extra jump and air-dash make anti-airing he be real pain | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Kouma | | player =Kouma | ||
| character =DANoel | | character =Dead Apostle Noel | ||
| image = | | shortName =DANoel | ||
| image =MBTL danoel icon.png | |||
| charLink =Melty Blood/MBTL/Dead Apostle Noel | | charLink =Melty Blood/MBTL/Dead Apostle Noel | ||
| favorability = Even | | favorability = Even | ||
| data =*Overview: | | data =*Overview: On paper it looks like DANoel should crush this match up, but Kouma's unique defensive options and high reward can swing this match in his favor quickly. You'll spend a lot of the match chasing down the butterfly, but her keep out has plenty of gaps. | ||
*Neutral: Her projectiles don't cover much of the screen. In fact her ground flat projectile can be run under. Her large buttons, bell traps, and decent anti-airs are what make approaching tough. Her 4BC is excellent at creating space and a strong overhead | *Neutral: Her projectiles don't cover much of the screen. In fact her ground flat projectile can be run under. Her large buttons, bell traps, and decent anti-airs are what make approaching tough. Her 4BC is excellent at creating space and a strong overhead | ||
*Offense: Her DP is a little slower than most, but is a pillar of hitboxes. It also moves her backward which can make it awkward to punish. Her ability to sway backward makes rebeats or frame traps extra tough midscreen | *Offense: Her DP is a little slower than most, but is a pillar of hitboxes. It also moves her backward which can make it awkward to punish. Her ability to sway backward makes rebeats or frame traps extra tough midscreen | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Kouma | | player =Kouma | ||
| character =Mario | | character =Mario Gallo Bestino | ||
| image = | | shortName =Mario | ||
| charLink =Melty Blood/MBTL/Mario | | image =MBTL mario icon.png | ||
| favorability = | | charLink =Melty Blood/MBTL/Mario Gallo Bestino | ||
| favorability = Even | |||
| data =*Overview: There are a ton of frustrating things about this match up. Nun summons while in the air, his strong anti-air, the nuns having collision boxes, and Mario's strong oki. Despite that your superior normals and plethora of offensive options once you get him knocked down can make getting through this possible | | data =*Overview: There are a ton of frustrating things about this match up. Nun summons while in the air, his strong anti-air, the nuns having collision boxes, and Mario's strong oki. Despite that your superior normals and plethora of offensive options once you get him knocked down can make getting through this possible | ||
*Neutral: On the ground Mario can pressure with nuns and stuff any predictable air approaches. In the air Mario can summon his “extra” nuns. He cannot command the nun that is always with him. He also loses access to all his air options when summoning a nun. If you evaded this summon, now would be the time to put on the pressure | *Neutral: On the ground Mario can pressure with nuns and stuff any predictable air approaches. In the air Mario can summon his “extra” nuns. He cannot command the nun that is always with him. He also loses access to all his air options when summoning a nun. If you evaded this summon, now would be the time to put on the pressure | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Kouma | | player =Kouma | ||
| character =PCiel | | character =Powered Ciel | ||
| image = | | shortName =PCiel | ||
| charLink =Melty Blood/MBTL/ | | image =MBTL pciel icon.png | ||
| charLink =Melty Blood/MBTL/Powered Ciel | |||
| favorability = PCiel Favored | | favorability = PCiel Favored | ||
| data =*Overview: Arguably Kouma's most miserable matchup. She outdoes Kouma in his | | data =*Overview: Arguably Kouma's most miserable matchup. She outdoes Kouma in his niches of being able to out trade, out clash, or armor through opponents. Do not attempt to initiate such interactions unless you are ahead on resources or if you are in 22C mode. Her long range presence and lack of commitment on offense will make this a MU that forces Kouma to play patient and inch his way towards a knockdown, and even then PCiel has great answers for some of his offensive toolkit | ||
*Neutral: Her 5C, jC, and 2C are the main ranges you have to be aware of. If you cannot maintain the threat of potential IAD jC over her 2C or as a reaction to a whiffed 5C, she will run all over you and be ready to abuse air momentum on hits. Her air normal kit is uniquely awkward, has dead zones but is very effective at covering the spaces it does cover. Kouma airthrow uniquely interacts against her jC (makes her grabbable hurtbox wider) and her jB (moves her forward). 236C while expensive and risky can be a highly rewarding way to call out attempts to retreat with air normals covering her. Represent options like these occasionally so that she doesn’t take her air time for granted. Notice her ability to low commit with 3BC, 623A, and 236A in terms of forcing you to respect even on whiff. Some degree of whiff punishing/reaction movement is necessary while also understanding when you can potentially dash under or towards her | *Neutral: Her 5C, jC, and 2C are the main ranges you have to be aware of. If you cannot maintain the threat of potential IAD jC over her 2C or as a reaction to a whiffed 5C, she will run all over you and be ready to abuse air momentum on hits. Her air normal kit is uniquely awkward, has dead zones but is very effective at covering the spaces it does cover. Kouma airthrow uniquely interacts against her jC (makes her grabbable hurtbox wider) and her jB (moves her forward). 236C while expensive and risky can be a highly rewarding way to call out attempts to retreat with air normals covering her. Represent options like these occasionally so that she doesn’t take her air time for granted. Notice her ability to low commit with 3BC, 623A, and 236A in terms of forcing you to respect even on whiff. Some degree of whiff punishing/reaction movement is necessary while also understanding when you can potentially dash under or towards her | ||
*Offense: Being able to safely threaten with 2B (even on whiff) and 3C is very important to keeping her respectful. Her close range buttons aren't the best and can be awkward to convert. She's heavily | *Offense: Being able to safely threaten with 2B (even on whiff) and 3C is very important to keeping her respectful. Her close range buttons aren't the best and can be awkward to convert. She's heavily incentivized to go for bigger gambles because of how awkward her kit is when she isn't able to keep you at 5C/2C range | ||
*Defense: Do not be tempted to reversal super or shield her rekka series, they are very easy to MD and super cancel on reaction on PCiel's side. In comparison, try to aggressively use backdash i-frames when she's trying to touch you with the tip of attacks like j[C] or 5C, this works a lot worse against rekkas that she can follow up on. Because of 2B and 3C, you actually have a decent shot at interacting if she's trying to do j8C or TK j3B | *Defense: Do not be tempted to reversal super or shield her rekka series, they are very easy to MD and super cancel on reaction on PCiel's side. In comparison, try to aggressively use backdash i-frames when she's trying to touch you with the tip of attacks like j[C] or 5C, this works a lot worse against rekkas that she can follow up on. Because of 2B and 3C, you actually have a decent shot at interacting if she's trying to do j8C or TK j3B | ||
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| player =Kouma | | player =Kouma | ||
| character =Neco-Arc | | character =Neco-Arc | ||
| shortName =Neco | |||
| image =MBTL neco icon.png | | image =MBTL neco icon.png | ||
| charLink =Melty Blood/MBTL/Neco-Arc | | charLink =Melty Blood/MBTL/Neco-Arc | ||
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{{MatchupData-MBTL | {{MatchupData-MBTL | ||
| player =Kouma | | player =Kouma | ||
| character =Mash | | character =Mash Kyrielight | ||
| shortName =Mash | |||
| image =MBTL mash icon.png | | image =MBTL mash icon.png | ||
| charLink =Melty Blood/MBTL/ | | charLink =Melty Blood/MBTL/Mash Kyrielight | ||
| favorability = Kouma Favored | | favorability = Kouma Favored | ||
| data =*Overview: Mash is a straightforward character with a nice well rounded toolkit. While her offense and air presence can give Kouma trouble, none of her options are threatening enough to outweigh the sheer risk reward that Kouma presents in all gamestates. This is a fairly standard MU with numbers that are tilted in your favor | | data =*Overview: Mash is a straightforward character with a nice well rounded toolkit. While her offense and air presence can give Kouma trouble, none of her options are threatening enough to outweigh the sheer risk reward that Kouma presents in all gamestates. This is a fairly standard MU with numbers that are tilted in your favor | ||
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*Offense: Her DP is quite good and she knows it. Her ability to TK 4BC against your rebeats is fairly unique. In fact her excellent TK air special options make going for command grabs extra dangerous. If you've noticed a tendency to up back, try ending a string in 22B > 2B to catch them jumping | *Offense: Her DP is quite good and she knows it. Her ability to TK 4BC against your rebeats is fairly unique. In fact her excellent TK air special options make going for command grabs extra dangerous. If you've noticed a tendency to up back, try ending a string in 22B > 2B to catch them jumping | ||
*Defense: Her game plan is pretty straight forward. Her 4BC has an overhead in it and can be jump canceled on block. Other than that, down back will be your default position. Wait for her to do something negative so you can take your turn back. If you block an aerial shield slam (j214X and j4BC) you will be popped up and have your air options. She has a purpose built normal (5B) to stop any aggressive actions, so mix up what you do here before going gorilla | *Defense: Her game plan is pretty straight forward. Her 4BC has an overhead in it and can be jump canceled on block. Other than that, down back will be your default position. Wait for her to do something negative so you can take your turn back. If you block an aerial shield slam (j214X and j4BC) you will be popped up and have your air options. She has a purpose built normal (5B) to stop any aggressive actions, so mix up what you do here before going gorilla | ||
}} | |||
{{MatchupData-MBTL | |||
| player =Kouma | |||
| character =Ushiwakamaru | |||
| shortName =Ushi | |||
| image =MBTL ushiwaka icon.png | |||
| charLink =Melty Blood/MBTL/Ushiwakamaru | |||
| favorability = Placeholder | |||
| data =*Overview | |||
*Neutral | |||
*Offense | |||
*Defense | |||
}} | |||
{{MatchupData-MBTL | |||
| player =Kouma | |||
| character =Monte Cristo | |||
| shortName =TCMC | |||
| image =MBTL monte cristo icon.png | |||
| charLink =Melty Blood/MBTL/Monte Cristo | |||
| favorability = Placeholder | |||
| data =*Overview | |||
*Neutral | |||
*Offense | |||
*Defense | |||
}} | }} | ||
===Navigation=== | ===Navigation=== | ||
{{Navbox-MBTL}} | {{Navbox-MBTL}} | ||
[[Category:Melty Blood: Type Lumina]] | [[Category:Melty Blood: Type Lumina]] |
Latest revision as of 20:25, 30 January 2023
Overall
Specific Matchups
Shiki Tohno (Even) [character page][match videos] |
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Arcueid Brunestud (Even) [character page][match videos] |
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Akiha (Kouma Favored) [character page][match videos] |
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Ciel (Even) [character page][match videos] |
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Hisui (Kouma Favored) [character page][match videos] |
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Kohaku (Kouma Favored) [character page][match videos] |
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Hisui & Kohaku (Kouma Favored) [character page][match videos] |
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Kouma Kishima (Even) [character page][match videos] |
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Miyako Arima (Kouma Favored) [character page][match videos] |
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Noel (Even) [character page][match videos] |
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Michael Roa Valdamjong (Roa Favored) [character page][match videos] |
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Vlov Arkhangel (Vlov Favored) [character page][match videos] |
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Red Arcueid (Warc Favored) [character page][match videos] |
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Saber (Even) [character page][match videos] |
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Aoko Aozaki (Aoko Favored) [character page][match videos] |
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Dead Apostle Noel (Even) [character page][match videos] |
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Mario Gallo Bestino (Even) [character page][match videos] |
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Powered Ciel (PCiel Favored) [character page][match videos] |
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Neco-Arc (Kouma Favored) [character page][match videos] |
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Mash Kyrielight (Kouma Favored) [character page][match videos] |
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Ushiwakamaru (Placeholder) [character page][match videos] |
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Monte Cristo (Placeholder) [character page][match videos] |
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