Melty Blood/MBAACC/Kouma Kishima: Difference between revisions
Line 16: | Line 16: | ||
==Moon Overview== | ==Moon Overview== | ||
{{Navigation-MB | {{Navigation-MB | ||
|Crescent=*The most common | |Crescent=*The most common moon and arguably the easiest of the three to learn. | ||
*Strong air game due to retaining air options off of all air normals, which makes stuff like rising j.B more viable. | *Strong air game due to retaining air options off of all air normals, which makes stuff like rising j.B more viable as an anti-air. | ||
*Very high average damage but this is offset by his normals being slow, stubby, or a mix of both. | *Very high average damage but this is offset by his normals being slow, stubby, or a mix of both. | ||
*The only moon with a grounded overhead, as well as possessing various reversals that must be responded to differently. | *The only moon with a grounded overhead, as well as possessing various reversals that must be responded to and punished differently. | ||
*Great stagger pressure ability thanks to 5B~B and good frame advantage from whiffed 2A rebeats. | *Great stagger pressure ability thanks to 5B~B and good frame advantage from whiffed 2A rebeats. | ||
*Due to his poor range and relatively below average frame data, he has to vary his approach often in order to be effective. | *Due to his poor range and relatively below average frame data, he has to vary his approach often in order to be effective at a high level. | ||
|Half=*The worst | |Half=*The worst moon for multiple reasons, one of them being his lack of divekick (j.214X). | ||
*Arguably has the best pressure of the three due to having many tools that let him get in, stay in, and keep himself safe. | *Arguably has the best pressure of the three due to having many tools that let him get in, stay in, and keep himself safe. | ||
*On top of that he still has access to the command grab making his pressure very scary once he gets going. | *On top of that he still has access to the command grab making his pressure very scary to deal with once he gets going. | ||
*Unique j.22B command dash and a lot of forward-moving normals also makes him more mobile than the other two. | *Unique j.22B command air dash and a lot of forward-moving normals also makes him more mobile than the other two. | ||
*Poor conversions off of non-CH air hits, but he has high damage potential on clean hits. | *Poor conversions off of non-CH air hits, but he has high damage potential on clean hits. | ||
*His lack of strong metered options and poor metergain from his combos on top of having Half Moon mechanics means he will struggle to maintain meter more often than not. | *His lack of strong metered options and poor metergain from his combos on top of having Half Moon mechanics means he will struggle to maintain meter more often than not. | ||
Line 32: | Line 32: | ||
*Capable of bulldozing his way across the screen with his armored rekkas. | *Capable of bulldozing his way across the screen with his armored rekkas. | ||
*Inexplicably okay matchups against some stronger characters (most notably Nero) because he has a God-given right to get in if he really wants to commit. | *Inexplicably okay matchups against some stronger characters (most notably Nero) because he has a God-given right to get in if he really wants to commit. | ||
*His pressure in this moon is | *His pressure in this moon is much weaker and shorter overall. | ||
*Conversions off of non-CH air hits are nonexistent for the most part. | *Conversions off of non-CH air hits are nonexistent for the most part. | ||
}} | }} |
Revision as of 15:05, 4 February 2024
Introduction
Angry demon buddhist who is distantly related to the Tohno family. He is also the killer of Tohno Shiki's true father, Nanaya Kiri.
Kouma is a rushdown character who utilizes his strong pressure to scare opponents into making mistakes on defense. His strike/throw game is good due to both large cancel windows on his normals and his frame 4 command grab, allowing him to run strong stagger pressure whilst also having the threat of a fast command grab to catch patient players off guard. His neutral is overall weak in terms of range, so instead he uses his fast dashes to close the gap between him and his opponent.
H-Kouma and F-Kouma are inexplicably unable to combo in the air with the same rules as other characters (cannot cancel normals into each other or into airthrow).
Stage: Forest of King Cruel
BGM: Blood heat!
Moon Overview
Moon Style | Description |
---|---|
| |
| |
|
Statistics
Stance | 100% | 75% | 50% | 25% | Net Health |
---|---|---|---|---|---|
Jump | 0.809 | 0.766 | 0.700 | 0.638 | 15,782 |
Stand | 0.920 | 0.871 | 0.796 | 0.725 | 13,881 |
Crouch | 0.993 | 0.940 | 0.859 | 0.783 | 12,859 |
Average | 14,174 |
Palettes
1) Default
18) Sol Badguy (Guilty Gear)
29) Jedah (Darkstalkers)