Million Arthur: Arcana Blood/Koume Sakiyama: Difference between revisions
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==Overview== | ==Overview== | ||
Koume is a strange character who you would really expect to be a zoner or setplay character like schar, but isn't. despite her several long-range options, Shes more of an aggressive rushdown character who relies heavily on strike-throw and baiting antiairs to wear down opponents. her main strengths lie in her ability to reset pressure and bait antiairs with j.236C (and j.d). she also has several other notable strengths, such as extremely strong crouching and jumping normals, an powerful reversal super, and the ability to use elemental counterhit without the use of any assists, which is unique to her. As one of the only 2 'null' element characters. Koume's interpretation of this is having different elements on all of her D normals. while not notable on their own, these open up unique routing options only available to her. | |||
===Strengths/Weaknesses=== | ===Strengths/Weaknesses=== | ||
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*Has an array of large space controlling normals | *Has an array of large space controlling normals | ||
*Has fire, ice, and wind attacks, allowing for flexibility in utilizing the elemental counter system | *Has fire, ice, and wind attacks, allowing for flexibility in utilizing the elemental counter system | ||
* | *214XX can discourage projectiles and assist calls while meter is on deck | ||
*good block pressure. requires MU knowledge and using roll to escape. | |||
*623XX is an insanely good DP. | |||
*Various air options that cover different areas and stall momentum, making antiairing her a risky endeavor | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
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*Mix-up game leaves a lot to be desired | *Mix-up game leaves a lot to be desired | ||
*Buttons have a lot of recovery which can make her prone to being whiff punished | *Buttons have a lot of recovery which can make her prone to being whiff punished | ||
* | *weird antiair options | ||
*No | *No meterless reversal | ||
*Slow run speed and movement | *Slow run speed and movement | ||
*Unable to do anything off of a grab without using Elemental Boost | *Unable to do anything off of a grab without using Elemental Boost | ||
*strike throw mix with minimal reward on the throw. | |||
*colorless EB sucks | |||
*hurtboxes | |||
|- | |- | ||
|} | |} | ||
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:An ice assist that shoots a ball of ice that travels at a moderate speed. Usable as a combo extender and can be used in neutral to whiff punish and start a combo, but with Koume's already long range normal's using Elle as a whiff punish is sub-optimal and there are better assists to use as combo extenders. | :An ice assist that shoots a ball of ice that travels at a moderate speed. Usable as a combo extender and can be used in neutral to whiff punish and start a combo, but with Koume's already long range normal's using Elle as a whiff punish is sub-optimal and there are better assists to use as combo extenders. | ||
*Summer Evaine | *Summer Evaine | ||
:An ice assist that consists of Evaine volleyball spiking a watermelon at a fast speed; wall bounces up to three times. A useful tool for neutral control and in some scenarios an okizeme tool, but unnecessary for Koume as there are assists that work better with Koume's kit for these rolls. | :An ice assist that consists of Evaine volleyball spiking a watermelon at a fast speed; wall bounces up to three times. A useful tool for neutral control and in some scenarios an okizeme tool, but unnecessary for Koume as there are assists that work better with Koume's kit for these rolls. Also good for confirming 6c. | ||
====2 Mana==== | ====2 Mana==== | ||
*Type II Balin | *Type II Balin | ||
:A fire assist that covers a large area and slightly tracks the opponent. Balin is extremely fast and plus on block letting Koume use her to control neutral and end unsafe block-strings such as a 623x ender. Balin also allows for an easy elemental counter hit when used after Koume's 5d, March Hare. | :A fire assist that covers a large area and slightly tracks the opponent. Balin is extremely fast and plus on block letting Koume use her to control neutral and end unsafe block-strings such as a 623x ender. Balin also allows for an easy elemental counter hit when used after Koume's 5d, March Hare. Also good for confirming 6c. | ||
*Clone Magic Guild Arthur | *Clone Magic Guild Arthur | ||
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*Clone Techno-Smith Arthur | *Clone Techno-Smith Arthur | ||
:A wind assist that acts as both an amazing anti-air and a combo extender for Koume. Techno-Smith has phenomenally fast startup and has a very high reaching hit-box making her a useful anti-air tool. Her use in combos is limited but she has great use in corner combos, specifically being used to follow up Koume's 2d, Tri-Horn, for an elemental counter hit, allowing for further follow-ups. | :A wind assist that acts as both an amazing anti-air and a combo extender for Koume. Techno-Smith has phenomenally fast startup and has a very high reaching hit-box making her a useful anti-air tool. Her use in combos is limited but she has great use in corner combos, specifically being used to follow up Koume's 2d, Tri-Horn, for an elemental counter hit, allowing for further follow-ups. Also good for confirming 6c. | ||
====3 Mana==== | ====3 Mana==== | ||
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*Type I Mordred | *Type I Mordred | ||
:A fire assist that consists of a laser shot at 45° diagonally upwards and hits 16 times. Only useful as a combo ender and while Mordred does around 900 more damage than Pharasalia | :A fire assist that consists of a laser shot at 45° diagonally upwards and hits 16 times. Only useful as a combo ender and while Mordred does around 900 more damage than Pharasalia, and easily counterhitting from 5d offering plenty of time for Oki or a super ender. | ||
==Normal Moves== | ==Normal Moves== | ||
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{{AttackData-MAAB | {{AttackData-MAAB | ||
|damage=500 | |damage=500 | ||
|guard= | |guard= Mid | ||
|startup=7 | |startup=7 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|frameAdv= - | |frameAdv= -4 | ||
|element= | |element= | ||
|startSca= | |startSca= 70 | ||
|comboSca= | |comboSca= | ||
|description= Jump cancelable. most important fast poke and combo starter. | |description= Jump cancelable. most important fast poke and combo starter. | ||
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|data= | |data= | ||
{{AttackData-MAAB | {{AttackData-MAAB | ||
|damage= | |damage=630 | ||
|guard= | |guard= Mid | ||
|startup= | |startup=12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|frameAdv= - | |frameAdv= -5 | ||
|element= | |element= | ||
|startSca= | |startSca= 63 | ||
|comboSca= | |comboSca= | ||
|description=Jump cancelable | |description=Jump cancelable | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= Recovers in mid-air. Not a true blockstring from 5aa. cancel into j.236c on block for a mixup opportunity/pressure reset. | |description= Recovers in mid-air. Not a true blockstring from 5aa. cancel into j.236c on block for a mixup opportunity/pressure reset. usually wont connect late into combos, meaning that you'll need to sacrifice damage to get the meter gain from 5aaaa | ||
}} | }} | ||
}} | }} | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description=Good midrange poke, can cancel into itself multiple times. Not disjointed however, so take care not to whiff this. | |description=Good midrange poke, can cancel into itself multiple times. Not disjointed (And has hella whiff recovery) however, so take care not to whiff this. | ||
}} | }} | ||
}} | }} | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description= 5b follow up. not great but it saves you some frame advantage | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-MAAB | {{AttackData-MAAB | ||
|damage=1988 | |damage=1988 | ||
|guard= | |guard=air unblockable | ||
|startup=11 | |startup=11 | ||
|active= | |active= | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description= weird antiair. hits both sides but this function is limited by its directional input. Not the best at beating good air buttons but it will get you out of tricky situations with characters that like to hover directly above you. its a good idea to run an assist that can confirm off of this as its one of only 2 antiairs that cant be jump cancelled on hit, and all special cancel confirms are inconsistent depending on height. among these are Evaline, Aife,Balin and Techno-smith | ||
}} | }} | ||
}} | }} | ||
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|frameAdv= -5 | |frameAdv= -5 | ||
|element= | |element= | ||
|startSca= | |startSca= 60 | ||
|comboSca= | |comboSca= | ||
|description=Can cancel onto itself leading into | |description=Can cancel onto itself once, leading then into 5aa | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-MAAB | {{AttackData-MAAB | ||
|damage= | |damage= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description= see 5aa | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-MAAB | {{AttackData-MAAB | ||
|damage=1200 | |damage=1200 | ||
|guard= | |guard=low | ||
|startup=11 | |startup=11 | ||
|active= | |active= | ||
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{{AttackData-MAAB | {{AttackData-MAAB | ||
|damage=800 | |damage=800 | ||
|guard= | |guard=High | ||
|startup=9 | |startup=9 | ||
|active= | |active= | ||
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{{AttackData-MAAB | {{AttackData-MAAB | ||
|damage=1000 | |damage=1000 | ||
|guard= | |guard=high | ||
|startup=10 | |startup=10 | ||
|active= | |active= | ||
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{{AttackData-MAAB | {{AttackData-MAAB | ||
|damage=1800 | |damage=1800 | ||
|guard= | |guard=High | ||
|startup=18 | |startup=18 | ||
|active= | |active= | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description=crossup button. Will sometimes inexplicably beat antiairs. this is one of your strongest neutral options and only mixup tools | ||
}} | }} | ||
}} | }} | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description=somewhat useful combo tool. Unsafe if used at point blank, but up to +1 at max range | ||
}} | }} | ||
}} | }} | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= Don't get excited, this move is a big fat mid. | |description= Don't get excited, this move is a big fat mid. Useful for baiting some antiairs, and as a throw/lowcrush | ||
}} | }} | ||
}} | }} | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description= Koume's solo mixups are not particularly strong, so she is fairly reliant on tick throw when mana is not available. Throw is also one of the only places where using EB to squeeze damage out is actually useful for koume, as she cannot combo off her throw without it. Bad oki midscreen. | ||
}} | }} | ||
}} | }} | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description= a version is an antiair, B/C version into super/card cancel is a useful tool for establishing pressure from almost fullscreen. The C version is a useful pressure reset but it's easy to roll through if used predictably. | ||
}} | }} | ||
{{AttackData-MAAB | {{AttackData-MAAB | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description=Will not hit opponents close to Koume. All versions vacuum opponent on hit or block. A and C versions are easy to confirm off of, but 236b will normally require resources to offer a full combo | |description=Will not hit opponents close to Koume. All versions vacuum opponent on hit or block. A and C versions are easy to confirm off of, but 236b will normally require resources to offer a full combo. EB the first hit for lots of plus frames | ||
}} | }} | ||
}} | }} | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description=Will not hit opponents close to Koume. All versions vacuum opponent on hit or block. | |description=Will not hit opponents close to Koume. All versions vacuum opponent on hit or block. Tk the C version to be plus | ||
}} | }} | ||
}} | }} | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description=Koumecopter. Button level determines height and horizontal travel. No version has invulnerability. | |description=Koumecopter. Button level determines height and horizontal travel. C is furthest horizontal and A is vertical. No version has invulnerability. is not frequently used as an antiair, as it is unsafe and air blockable, making it a riskier choice than 6c or 236a. can confirm with counterhit/eb/corner super cancel, but is more frequently used for mixups via assist canceling on block into IAD. The a version travels surprisingly high which can take your opponent off gaurd, but even with counterhit you will need EB or mana to combo from this version. All in all, use without resources to cancel on deck is not advised. | ||
}} | }} | ||
}} | }} | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description=2 hits, can link into 214XX depending on a couple of factors(height, combo proration, ect.) so be sure to lab which combos you can tack this onto and which you cant. can link into 2d in the corner when close enough. main combo ender. the 2nd hit of this move hits fullscreen, but it has lengthy recovery so use sparingly. | |description=2 hits, can link into 214XX depending on a couple of factors(height, combo proration, ect.) so be sure to lab which combos you can tack this onto and which you cant. can link into 2d in the corner when close enough. main combo ender. the 2nd hit of this move hits fullscreen, but it has lengthy startup and recovery so use sparingly. | ||
}} | }} | ||
}} | }} | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description=Also available as A autocombo super. Dantalion summons a ball of fire that carries the opponent all the way to the corner on hit (early combo) or leaves them airborne (late combo). Excellent super to set up 3 mana Support Knight attack or follow up with Koume's other supers. Frame advantage is assuming minimum amount of hits before ball passes through (Corner) | |description=Also available as A autocombo super. Dantalion summons a ball of fire that carries the opponent all the way to the corner on hit (early combo) or leaves them airborne (late combo). Excellent super to set up 3 mana Support Knight attack or follow up with Koume's other supers. Frame advantage is assuming minimum amount of hits before ball passes through (Corner). pretty hard to set up a real mixup off of, though sometimes used instead of 623xx to end combos with better oki | ||
}} | }} | ||
}} | }} | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= | |description= Wack ass DP. Koume's only true reversal, and a pretty strong one at that. Also used to end combos, since it Can be easily linked after 5AAAA. it can cross up if opponent is directly above koume, and if they block it grounded can be EB'd for a L/R 50/50. its insanely fast startup can also be used to punish moves that are minus 7 or more on block but too far for 2a/5a to reach. sometimes the drill followup will drop and allow you to combo afterwards(this scales pretty bad though) | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=MAAB_Koume_ME.png | |image=MAAB_Koume_ME.png | ||
|caption= | |caption=Codename: Kiddie Pool | ||
|name=Summon Wadatsumi | |name=Summon Wadatsumi | ||
|input=214XX | |input=214XX | ||
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|startSca= | |startSca= | ||
|comboSca= | |comboSca= | ||
|description= Summons a portal beneath the opponent. command grab. Can be jumped after flash to avoid the attack. It's very active for a command grab which combined with its invincibility can lead to some funny antiair situations. | |description= Summons a portal beneath the opponent. command grab. Can be jumped after flash to avoid the attack. It's very active for a command grab which combined with its invincibility can lead to some funny antiair situations. its actual use is to punish assist calls/projectiles and to fuck with iai players. | ||
}} | }} | ||
}} | }} | ||
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====Mid-screen==== | ====Mid-screen==== | ||
dmg values tested on Iai arthur at full health | |||
5A/2AA/Jump in Starter: | 5A/2AA/Jump in Starter: | ||
*5AA > 6C(4) > 236A, 5AA > 5c > 214d '''(5900)''' | *5AA > 6C(4) > 236A, 5AA > 5c > 214d '''(5900)''' | ||
:Side Switches, midscreen bnb off of 5a. max meterless damage. | :Side Switches, midscreen bnb off of 5a. max meterless damage midscreen. | ||
*5AA > 6C(5) > 236A, 5AAAA > (623XX) '''(5588[7730])''' | *5AA > 6C(5) > 236A, 5AAAA > (623XX) '''(5588[7730])''' | ||
:Side Switches steals meter at the cost of a little damage. can add a super for damage squeeze: | :Side Switches steals meter at the cost of a little damage. can add a super for damage squeeze: | ||
5B/2B Starter: | 5B/2B Starter: | ||
5BB/2B5B > 2C > 236C, 5BB > 214D > (214XX) '''(4945[8725])''' | *5BB/2B5B > 2C > 236C, 5BB > 214D > (214XX) '''(4945[8725])''' | ||
2C Starter: | 2C Starter: | ||
*2C > 236C, 5BB > 214D > (214xx) '''(4938[8738])''' | *2C > 236C, 5BB > 214D > (214xx) '''(4938[8738])''' | ||
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j.236C starter | j.236C starter | ||
j.236C, j.B, (j.236A, j.B,) 236A, 5AA > 5C > 214D | *j.236C, j.B, (j.236A, j.B,) 236A, 5AA > 5C > 214D | ||
:delay between the j.b reps and 236a depends on koume's height; the higher she is the greater the delay between the moves: | :delay between the j.b reps and 236a depends on koume's height; the higher she is the greater the delay between the moves:'''(4801)''' | ||
(4801) | |||
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:Side Switches | :Side Switches | ||
*2A > 5AAA > 236C > 5AA > 5C > 214D '''(4552)''' | *2A > 5AAA > 236C > 5AA > 5C > 214D '''(4552)''' | ||
====Corner==== | ====Corner==== | ||
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==Colors== | ==Colors== | ||
''Note: Colors 20 and 21 were pre-order exclusives for JP PSN and Amazon respectively. Unfortunately, they aren't selectable on Steam without the use of Cheat Engine.'' | |||
{{ColorGallery | filePrefix=Koume_| colors= | |||
| | {{ColorGallery/Color|1}} | ||
{{ColorGallery/Color|2}} | |||
{{ColorGallery/Color|3}} | |||
{{ColorGallery/Color|4}} | |||
{{ColorGallery/Color|5}} | |||
{{ColorGallery/Color|6}} | |||
{{ColorGallery/Color|7}} | |||
{{ColorGallery/Color|8}} | |||
{{ColorGallery/Color|9}} | |||
{{ColorGallery/Color|10}} | |||
{{ColorGallery/Color|11}} | |||
{{ColorGallery/Color|12}} | |||
{{ColorGallery/Color|13}} | |||
{{ColorGallery/Color|14}} | |||
{{ColorGallery/Color|15}} | |||
{{ColorGallery/Color|16}} | |||
{{ColorGallery/Color|17}} | |||
{{ColorGallery/Color|18}} | |||
{{ColorGallery/Color|19}} | |||
{{ColorGallery/Color|20}} | |||
{{ColorGallery/Color|21}} | |||
}} | }} | ||
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*[https://docs.google.com/spreadsheets/d/1OU3lJnU1rYrWZF7nltEYdtBqUv1ukhdRkPzK_3nNync/edit#gid=1742550342 Koume Frame Data] by Firery | *[https://docs.google.com/spreadsheets/d/1OU3lJnU1rYrWZF7nltEYdtBqUv1ukhdRkPzK_3nNync/edit#gid=1742550342 Koume Frame Data] by Firery | ||
*[https://docs.google.com/document/d/1UVlcJ2PxHirA-R_warlK5IOJiLrjjDp81JBC5IxlI50/edit#heading=h.bs4za0ykbd8k Koume Character Guide] by Firery | *[https://docs.google.com/document/d/1UVlcJ2PxHirA-R_warlK5IOJiLrjjDp81JBC5IxlI50/edit#heading=h.bs4za0ykbd8k Koume Character Guide] by Firery | ||
{{MAAB}} | {{MAAB}} |
Latest revision as of 09:38, 21 September 2023
Profile
- EN Name: Otherwordly Koume Sakiyama
- JP Name: 異界型 咲山小梅
- Voice Actress: Aoi Yuuki
- Element: No Element
- Health: 19500
Guest character from Lord of Vermillion IV. She is also known as MAAB Scharlachrot
Overview
Koume is a strange character who you would really expect to be a zoner or setplay character like schar, but isn't. despite her several long-range options, Shes more of an aggressive rushdown character who relies heavily on strike-throw and baiting antiairs to wear down opponents. her main strengths lie in her ability to reset pressure and bait antiairs with j.236C (and j.d). she also has several other notable strengths, such as extremely strong crouching and jumping normals, an powerful reversal super, and the ability to use elemental counterhit without the use of any assists, which is unique to her. As one of the only 2 'null' element characters. Koume's interpretation of this is having different elements on all of her D normals. while not notable on their own, these open up unique routing options only available to her.
Strengths/Weaknesses
Strengths | Weaknesses |
---|---|
|
|
Recommended Support Knights
1 Mana
- Clone Elle
- An ice assist that shoots a ball of ice that travels at a moderate speed. Usable as a combo extender and can be used in neutral to whiff punish and start a combo, but with Koume's already long range normal's using Elle as a whiff punish is sub-optimal and there are better assists to use as combo extenders.
- Summer Evaine
- An ice assist that consists of Evaine volleyball spiking a watermelon at a fast speed; wall bounces up to three times. A useful tool for neutral control and in some scenarios an okizeme tool, but unnecessary for Koume as there are assists that work better with Koume's kit for these rolls. Also good for confirming 6c.
2 Mana
- Type II Balin
- A fire assist that covers a large area and slightly tracks the opponent. Balin is extremely fast and plus on block letting Koume use her to control neutral and end unsafe block-strings such as a 623x ender. Balin also allows for an easy elemental counter hit when used after Koume's 5d, March Hare. Also good for confirming 6c.
- Clone Magic Guild Arthur
- An ice assist that is both fast and has amazing horizontal range, hitting from full screen. Like Balin, Magic Guild is quite fast and plus on block, allowing her to be used both in neutral and to end unsafe block strings. Koume can implement Magic Guild in to most combos and is especially useful after Koume's 214d, Eligos, for an easy elemental counter hit.
- Clone Techno-Smith Arthur
- A wind assist that acts as both an amazing anti-air and a combo extender for Koume. Techno-Smith has phenomenally fast startup and has a very high reaching hit-box making her a useful anti-air tool. Her use in combos is limited but she has great use in corner combos, specifically being used to follow up Koume's 2d, Tri-Horn, for an elemental counter hit, allowing for further follow-ups. Also good for confirming 6c.
3 Mana
- Clone Pharsalia
- An ice assist that consists of a laser that hits 20 times and has a small amount of startup before the laser is actually fired. Although this must be combo'ed into Koume has no trouble doing so being able to convert most combos into Pharsalia, a common choice being to use her after Koume's 214d, Eligos. Pharasalia also confirms Koumes 214x+x, allowing for high damage combos.
- Ruler Supreme Guinevere
- A non elemental assist, Guinevere hit the opponent in an area in front of the player on the ground. On hit she increases the current mana cost of each support knight for your opponent by one each for the next use only. This effect stack but won't cause an assist to cost more than five. Koume can use Guinevere to end most mid-screen combos and when used in the corner, you can continue your combo. While she does not offer much to Koume in terms of damage, when used in tandem with Koume's meter stealing auto combo Guinevere allows Koume to grind out the opponent for much longer provided the player can successfully control the neutral.
- Type I Mordred
- A fire assist that consists of a laser shot at 45° diagonally upwards and hits 16 times. Only useful as a combo ender and while Mordred does around 900 more damage than Pharasalia, and easily counterhitting from 5d offering plenty of time for Oki or a super ender.
Normal Moves
5A
5A
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5AA
5AA
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5AAA
5AAA
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5AAAA
5AAAA
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5B
5B
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5BB
5BB
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5BBB
5BBB Same animation as 5B Same animation as 5B
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5BBBB
5BBBB Same animation as 5BB Same animation as 5BB
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5C
5C
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6C
6C
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2A
2A
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2AAA
2AAA
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2B
2B
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2C
2C
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j.A
j.A
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j.B
j.B
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j.C
j.C Which do you need to block? nobody knows, that's what makes it so fun. Which do you need to block? nobody knows, that's what makes it so fun.
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Elemental Attacks
5D
Summon March Hare 5D Don't press this Don't press this
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2D
Summon Tri-Horn
2D |
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j.D
Summon Stolas
j.D |
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Throws
5/6B+C
Forward Throw
5/6B+C |
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4B+C
Back Throw
4B+C |
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j.B+C
Air Throw
j.B+C |
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Special Moves
236X
Time for Your Shots! 236X Get over here! Get over here!
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j.236X
Time for Your Shots! (Air)
j.236X |
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623X
Wanna Get Hospitalized? 623X On whiff, the name of this special applies to the player On whiff, the name of this special applies to the player
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214D
Summon Eligos
214D |
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Million Skill
236XX
Summon Dantalion
236XX |
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623XX
It's Koume Special Time!
623XX |
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Million Excalibur
Summon Wadatsumi 214XX Codename: Kiddie Pool Codename: Kiddie Pool
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Combos
Solo Combos
Mid-screen
dmg values tested on Iai arthur at full health 5A/2AA/Jump in Starter:
- 5AA > 6C(4) > 236A, 5AA > 5c > 214d (5900)
- Side Switches, midscreen bnb off of 5a. max meterless damage midscreen.
- 5AA > 6C(5) > 236A, 5AAAA > (623XX) (5588[7730])
- Side Switches steals meter at the cost of a little damage. can add a super for damage squeeze:
5B/2B Starter:
- 5BB/2B5B > 2C > 236C, 5BB > 214D > (214XX) (4945[8725])
2C Starter:
- 2C > 236C, 5BB > 214D > (214xx) (4938[8738])
Throw(EB):
- Throw > EB, 5BB > 236A, 5AAAA > (623XX) (3909[6051])
j.236C starter
- j.236C, j.B, (j.236A, j.B,) 236A, 5AA > 5C > 214D
- delay between the j.b reps and 236a depends on koume's height; the higher she is the greater the delay between the moves:(4801)
old 2A Starter section:
- 2A > 5AA > 5BBBB > 2C > 236B (4120)
- 2A > 2C > 236C > 5AAAA > (4307)
- 2A > 5BB > 2B > 2C > 236C > 5AA > 5C > 214D (4843)
- 2A > 5B > 2C > 236C > 236A > 5AA > 5C > 214D (5059)
- 2A > 5AA > 5B > 6C(4) > 236A > 5AA > 5C > 214D (5281)
- Side Switches
- 2A > 5BB > 5C > 6C(4) > 236A > 5A > 5B > 5C > 214D (5422)
- Side Switches
- 2A > 5AAA > 236C > 5AA > 5C > 214D (4552)
Corner
5A Starter:
- 5A > 5B > 5C > 5D > 214D, 2D > 236A, 5AAAA > 623XX (8867)
2A Starter:
- 2A > 5AA > 5C > 5D > 214D > 2D > 236A > 5AAAA > 623XX (7896)
Support Knight Combos
Pharsalia Assist: Mid-screen:
- 5BB > 2B > 2C > 236B > Pharsalia > 214XX (10.1k)
- 2A > 2C > 236C > 5BBBB > 214D > Pharsalia > 214XX (10.2K)
- 5BB > 2B > 2C > 236C >623xx > Pharsalia
Corner:
- 5AA > 5C > 5D > 214D, 2D, 66 5AAA > j.236C > j.Pharsalia |> 214XX (111.9k)
- 5AA > 5C > 5D > 214D, 2D, 66 5AA > 5C > 623C > j.Pharsalia |> 214XX (12.1k)
Clone Magic Guild Arthur Assist:
- 5AAAA > Magic Guild Arthur > 66 5AA > 5C > 214D (can be ended with 623XX instead of 214D if meter is available) (5213)
- 5BBBB > 2B > 2C > 236B > Magic Guild Arthur > 214D (can be ended with 623XX instead of 214D if meter is available) (5534)
- 2A > 5A > 6C(3) > 236A > 5AAAA > Magic Guild Arthur > 623C (can be ended with 623XX instead of 623C if meter is available) (5620)
- Side Switches
Corner:
- 5AAA > j.236C > j.D > j.Magic Guild Arthur > j.66 > j.C (5158)
- j.D > j.MAgic Guild Arthur |> 5D > 214D > 2D > 236A > 5AAAA > 623XX (8208)
- 5BB > 5C > 214D > Magic Guild Arthur > 66 > 5D > j.D > 2D > 236A > 5AAAA > 623XX(8848)
Type II Balin: Mid-screen:
- 6C > Balin > 66 > 5BBBB > 214D (4574)
- 236C > 5AA > 5C > Balin > 66 > 5BBBB > 214D (6340)
Corner:
- 5AAA > j.236C > j.B |> 236A(1) > Balin > 66 > 5B > 214D (5230)
- 2C > 236C > 5A > 5C > 5D > Balin > 2D > 236A > 5AA > 5C > 214D (6626)
Type II Tor: Mid-screen:
- 2C > 236C > Tor > 66 > 5BBBB > 214D (5854)'
Corner:
- 5A > 5B > 5C > 5D > 214D, 2D > Tor > 236A, 5AAAA > 623XX (9460).
Multiple Support Knight Assists: Mid-screen:
- 2A > 5A > 6C(5) > Balin > 66 > 5BBBB > 214D > Magic Guild Arthur > 66 > 236B (5877)
- 5BBBB > 236B > Magic Guild Arthur > 5BBBB > 214D > Pharsalia > 214XX (11.4K)
Corner:
- 2C > 236C > 5A > 5C > 5D > Balin > 2D > 236A > 5AA > 5C > 214D > Pharsalia > 214XX (12.2K)
- 5AA > 5B > 5C > 5D > 214D > 2D > 236A > 5AAAA > Magic Guild Arthur > Pharsalia > 214XX (13.3k)
- 5 Mana, 200 Meter required
- 5A > 5BB > 5C > 214D > Magic Guild Arthur > 6 > 5D > j.D > 2D > 236A > 5AAAA > 236XX > Pharsalia > 214XX (13.7K - 13.9K)
- 5 Mana, 300 Meter required, Damage depends on delay between 236XX and Pharsalia
Videos
- Koume Day 1 combos by OmniSScythe (2018-11-26)
- MAAB Koume no resource routing by Warui Neko-kun (2018-11-28)
- MAAB Koume Midscreen oki stuff by Warui Neko-kun (2018-11-28)
- Koume Combo video by Oda Kurokami (2018-12-04)
- Koume Sakiyama Ultimate Combo Video by HGhaleon (2018-12-25)
- Million Arthur Arcana Blood Koume Sakiyama 2A Starter Combos by BRIAN_KYO (2019-02-27)
- Quick combos with Koume Sakiyama by HollowXDreams (2019-03-12)
Colors
Note: Colors 20 and 21 were pre-order exclusives for JP PSN and Amazon respectively. Unfortunately, they aren't selectable on Steam without the use of Cheat Engine.
External Links
- Twitter hashtag: #MAAB_KS
- Koume Frame Data by Firery
- Koume Character Guide by Firery