Melty Blood/MBAACC/Kouma Kishima/Full Moon: Difference between revisions
mNo edit summary |
|||
(31 intermediate revisions by 12 users not shown) | |||
Line 4: | Line 4: | ||
==Additional Resources== | ==Additional Resources== | ||
[http://melty.games/? | [http://mbaacc.melty.games/?p1moon=f&p1char=kouma F-Kouma Match Video Database]<br> | ||
[https://www.youtube.com/watch?v=PMSNPKInkI8 F-Kouma Essentials]<br> | [https://www.youtube.com/watch?v=PMSNPKInkI8 F-Kouma Essentials]<br> | ||
[https://www.youtube.com/watch?v=jpB0WqCz4MU F-Kouma Corner Set ups] | [https://www.youtube.com/watch?v=jpB0WqCz4MU F-Kouma Corner Set ups] | ||
== Players | == Notable Players == | ||
{| class="wikitable" | |||
!width="95"|Name!! width="85"|Color | |||
!width="125"|Region !! Common Venues !! Status !! Details | |||
<br> | |- | ||
| [https://mbaacc.melty.games/?p1moon=f&p1char=kouma&p1name=JIN JIN]|| style="text-align:center;"| | |||
[[File:Kouma Color29.png|Color|50px]] | |||
| Japan || A-cho, Play Spot BIG ONE 2nd, Nihonbashi Athena, Netplay || Active || | |||
|- | |||
| [https://mbaacc.melty.games/?p1moon=f&p1char=kouma&p1name=Jog Jog<br>(Jog#5053)]|| style="text-align:center;"| | |||
[[File:Kouma Color31.png|Color|50px]] | |||
| North America|| Netplay, Midwest locals, Majors || Active || | |||
|- | |||
| [https://mbaacc.melty.games/?p1moon=f&p1char=kouma&p1name=Rau Rau<br>(rau#6829)]|| style="text-align:center;"| | |||
[[File:Kouma Color27.png|Color|50px]] | |||
| South America || Netplay || Active || | |||
|- | |||
| [https://mbaacc.melty.games/?p1moon=f&p1char=kouma&p1name=Tatu Tatu<br>(Tatu#8254)]|| style="text-align:center;"| | |||
[[File:Kouma Color14.png|Color|50px]] | |||
| Brazil || Netplay || Active || | |||
|- | |||
| [https://mbaacc.melty.games/?p1moon=f&p1char=kouma&p1name=TRG+%28とらじ%29 TRG<br>(とらじ)]|| style="text-align:center;"| | |||
[[File:Kouma Color29.png|Color|50px]] | |||
| Japan || A-cho, Play Spot BIG ONE 2nd || Active || | |||
|- | |||
|} | |||
==Overview== | ==Overview== | ||
{| | |||
{{StrengthsAndWeaknesses | |||
|- | |intro= | ||
| | [[File:Kouma's head .png|link=]] '''F-Kouma''' is centered around using powerful mixups to keep the opponent constantly guessing. | ||
|pros= | |||
*Has | *'''Large Health Pool''': Has the 5th highest health in the game, which allows him take some more hits than most other characters. | ||
* | *'''Mixups and Okizeme''': F-Kouma has access to powerful mixups anywhere on the screen, and he can always force one on hit thanks to his 623A combo ender giving ample time for oki. | ||
* | *'''Anti-Airs''': Sporting one of Melty's very few grounded anti-airs in the form of 2B, F-Kouma can deter the opponent from air approaches. | ||
|cons= | |||
*'''Poor Air Confirms''': Due to F-Kouma's air combo rules, he cannot confirm off of air hits unless he gets a counter hit, hurting his air game a bit. | |||
*'''Technical Combos''': Most of F-Kouma's optimal combos are somewhat difficult to perform, usually having weird timings, tight links, or a mix of both. | |||
*'''Linear Pressure''': Due to his low range and only having a single low with 2C, F-Kouma has to do risky pressure resets to keep momentum if an opponent blocks one of his mixups. | |||
| | |tablewidth=80 | ||
}} | |||
* | |||
*somewhat | |||
* | |||
|} | |||
== General Gameplan == | == General Gameplan == | ||
F- | F-Kouma is different from his C and H moons. Where as C-Kouma your pressure is done through the use of rebeats and rekkas that yield good damage and H has a bit of a focus on rekka along with good neutral tools such as 5A6AA, F-Kouma is more focused on securing a knockdown and looping his powerful 50/50 set up. That's not all he has though as his OTG set ups rack up his damage output and can also catch all techs if done right, essentially giving him good damage whether they tech or not. | ||
While | While these are all great things, you still have to get the hit. So in short, your gameplan is to bide your time and use your anti-air 2B and move into a spot where you can land a command grab or start your pressure. | ||
=== Neutral === | === Neutral === | ||
In neutral while you may not have the obvious neutral tools to aid you like some of the cast, F- | In neutral, while you may not have the obvious neutral tools to aid you like some of the cast, F-Kouma has a good anti-air 2B that allows him to score air CH's if someone is approaching him. It's also important that you learn when to use air backdash j.B and airdash j.C as air backdash j.B is pretty good to make sure you get the disjointed part of the button out to protect space but also to look for air counterhits if it hits. j.A is generally used for counter hit fishing if you're up close to someone. Other tools such as 22A are decent if you are using it preemptively to anti-air or even as a dash up option occasionally if you know they are going to mash. | ||
Since you don't have the greatest of speeds in the air, you need to make good use of your dash jump, super jump and double jumps accordingly to make the most out of j.C. Again, as F-Kouma, your neutral isn't your main shining point so at many points in time you have to pick your spots wisely and dash in when needed or just wait until the opponent overextends to anti-air with 2B. To make people come to you, you have the option to charge meter in neutral. | |||
=== Pressure === | === Pressure === | ||
His pressure since he's | His pressure, since he's a Full Moon character, is fairly linear because he doesn't have a particular special move that makes him plus. Generally his pressure revolves around the fear of command grabs and while his 2A is a mid it's important to use it to stagger in order to catch mashing or jump out attempts. His 5B has a long cancel window too. Here's a few sample ideas. | ||
*2A delay 2A 5B delay 2C | *2A delay 2A 5B delay 2C | ||
Line 60: | Line 70: | ||
*2A, 2A 5B 214B | *2A, 2A 5B 214B | ||
Also look around for TRG's (jp's current F-Kouma) footage because you may see similar variations for his pressure and such and how it works for him. Kouma's pressure is generally short but can be useful if you learn to incorporate whiff punishing for him. Moving on to okizeme | |||
<u>'''Okizeme'''</u> | <u>'''Okizeme'''</u> | ||
Now this is where F- | Now this is where F-Kouma shines. Some of the corner set ups can be found here: [https://www.youtube.com/watch?v=jpB0WqCz4MU F-Kouma Corner Set ups] but before that, let's talk about the midscreen options from the main combo you'll be using | ||
*5B > 2B > 2C > delay 236B~236B~delay 236[C], 5A > 6C > j.[C] > dj.[C] > delay 623A | *5B > 2B > 2C > delay 236B~236B~delay 236[C], 5A > 6C > j.[C] > dj.[C] > delay 623A | ||
From this combo you have a 50/50 of either landing left/right depending on how you did dash neutral jump drift and whether you choose to airdash back j.C or land 2A/214A. Any of the options allows you to loop it back into the same set up as well. So | From this combo you have a 50/50 of either landing left/right depending on how you did dash neutral jump drift and whether you choose to airdash back j.C or land 2A/214A. Any of the options allows you to loop it back into the same set up as well. So it's important to learn how to use 214A vs 2A vs j.C. Generally 214A for your oki is for people that like to shield or can block l/r's. Lastly, delay airdash j.C is your left/right of course. | ||
Here's a full list of the drift mix | Here's a full list of characters the drift mix works and doesn't work on: | ||
'''Works on:''' | '''Works on:''' | ||
*Aoko, Ciel, Hisui, Nanaya, | *Aoko, Ciel, Hisui, Nanaya, Neco, Neco Chaos, Nero, Roa, Satsuki, Tohno, V.Sion and W.Len | ||
'''Doesn't Work on''' | '''Doesn't Work on''' | ||
*Akiha, Hime, Arcueid, Kohaku, Kouma, Len, Mech, Miyako, P.Ciel, Red Arcueid, Ries, Ryougi, Seifuku, V.Akiha | *Akiha, Hime, Arcueid, Kohaku, Kouma, Len, Mech, Miyako, P.Ciel, Red Arcueid, Ries, Ryougi, Seifuku, V.Akiha and Warachia | ||
In the corner to set up an | In the corner to set up an OTG sequence for now use this combo. | ||
*2A 5B 2B 2C 6C j[C] j[C] dl 623B | *2A 5B 2B 2C 6C j[C] j[C] dl 623B | ||
On non tech you can choose one of these options for different reasons | |||
*(no tech) 2AAA 5c 623A | *(no tech) 2AAA 5c 623A | ||
*(no tech) 2AAA 5c 623C | *(no tech) 2AAA 5c 623C | ||
The latter option is usually | The latter option is usually used when you're in Max and want to extend your damage while also looking to catch tech and can loop it for 2-3 times then after that you would end it with 2AAA 5C 623A. Of course you can catch the tech if you wait a bit before dashing and react to tech with your 2A as well. | ||
Here's a route for OTG corner steal (2AAAAA 2B 5C 623A); this one works if they don't tech something like throw or 236[C] in the corner and you want to set up the gap in the corner | |||
'''Works on:''' | '''Works on:''' | ||
* | *Aoko, Nanaya, Kouma, Ciel, Riesbyfe, Warachia, Roa, Arcueid, P.Ciel, Satsuki and Nero | ||
''' | '''Doesn't Work on: ''' | ||
* | *Tohno, Hime, Miyako, Sion, V.Sion, Akiha, Warc, V.Akiha, Seifuku, Len, Ryougi, W.Len, Neco Chaos, Hisui, Neco and Kohaku | ||
A 214A ender can also allow you to 22C to discourage mashing of all sorts since it will absorb Heat, abare 2A etc. Also gives a safe jump via iad j.C | |||
=== Defense === | === Defense === | ||
Defense wise beyond system mechanics | Defense wise, beyond system mechanics F-Kouma has 214C and 22C. | ||
214C is a really fast | 214C is a really fast command grab that is not jumpable postflash, its range is small but grabs hurtboxes as well making it a good reversal in the right spots. You also have 22C which is invulnerable (only during frames 1 through 8 of the startup) and gives armor but can be thrown to break the armor and can be thrown postflash since it's slow enough, you can even do 2A(whiff) and then grab Kouma out of it. It's important to know when to use these reversals as 214C is self explanatory while 22C is best used if someone is being greedy with their run up oki sequences or if they are looking to meaty you with a 5B normal. These are your defensive options and they can be good just be sure to find the right spots in order to use them to their full usage. | ||
== Combos == | == Combos == | ||
Line 114: | Line 124: | ||
|data= | |data= | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Normal starter, grounded opponent. | |condition=Normal starter, grounded opponent. | ||
|damage=3496 | |damage=3496 | ||
|metergen=31.5% | |metergen=31.5% | ||
Line 147: | Line 157: | ||
|input= *5B > 2B > 2C > delay 236B~236B~delay 236[C], 5A > 6C > j.[C] > dj.[C] > delay 623A | |input= *5B > 2B > 2C > delay 236B~236B~delay 236[C], 5A > 6C > j.[C] > dj.[C] > delay 623A | ||
|simput= | |simput= | ||
|link= https://youtu.be/WwlE9pMzRso | |||
|note=Advanced BNB. Best damage, meter gain and corner carry. Not worth going for from higher scaled starters as the gravity will make the later part of the combo more difficult. | |note=Advanced BNB. Best damage, meter gain and corner carry. Not worth going for from higher scaled starters as the gravity will make the later part of the combo more difficult. | ||
}} | }} | ||
Line 188: | Line 199: | ||
|input= *5B > 2B > 5C > 236C > 2B > 5C > 623A | |input= *5B > 2B > 5C > 236C > 2B > 5C > 623A | ||
|simput= | |simput= | ||
|note=Corner combo with meter, on some | |note=Corner combo with meter, on some characters replace 2B > 5C by 5A > 2B. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 211: | Line 222: | ||
|input=*2AAA(A) > (5B >) 5C > 623A | |input=*2AAA(A) > (5B >) 5C > 623A | ||
|simput | |simput | ||
|note=Basic OTG combo. Mostly | |note=Basic OTG combo. Mostly used if the opponent doesn't tech 623B/C or ground throw in the corner. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 229: | Line 240: | ||
|input=*5B > 2B > 5C > 22B > 623A | |input=*5B > 2B > 5C > 22B > 623A | ||
|simput= | |simput= | ||
|note=Double OTG corner combo used when the opponent | |note=Double OTG corner combo used when the opponent respects the previous tech chase route. The opponent can neutral tech between 5C and 22B and punish with a fast button. You can also end in 623B to put the opponent in a techable knockdown again. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
Line 253: | Line 264: | ||
|name=5A | |name=5A | ||
|linkname=5A | |linkname=5A | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage=400 | |damage=400 | ||
|reddamage=202 | |reddamage=202 | ||
|proration=80% (O) | |proration=80% (O) | ||
|circuit=2.7% | |circuit=2.7% | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=6 | |recovery=6 | ||
|frameAdv=2 | |frameAdv=2 | ||
|invuln= | |invuln= | ||
|description=Close range slap that can help you out with people who try to jump out from your approach. Got +2 frame advantage on block. High hitbox. | |description=Close range slap that can help you out with people who try to jump out from your approach. Got +2 frame advantage on block. High hitbox. This is your go to normal if you get non air counter hits when your opponent is jumping while you are grounded, best converted into an air throw or 623X | ||
}} | }} | ||
}} | }} | ||
Line 276: | Line 287: | ||
|name=5B | |name=5B | ||
|linkname=5B | |linkname=5B | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage=700 | |damage=700 | ||
|reddamage=454 | |reddamage=454 | ||
|proration=100% | |proration=100% | ||
|circuit=6.3% | |circuit=6.3% | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active=4 | |active=4 | ||
|recovery=17 | |recovery=17 | ||
|frameAdv=-6 | |frameAdv=-6 | ||
|invuln= | |invuln= | ||
|description=Can be used in combos for the most part, and maybe reach over a bit longer distances than the A normals. It moves Kouma foward a bit and is minus on block. 5B can also catch some techs and you can punish accordingly. | |description=Can be used in combos for the most part, and maybe reach over a bit longer distances than the A normals. It moves Kouma foward a bit and is minus on block. 5B can also catch some techs and you can punish accordingly. | ||
}} | }} | ||
Line 303: | Line 314: | ||
|linkname=5C | |linkname=5C | ||
|input=5[C](~2) | |input=5[C](~2) | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=5C | |version=5C | ||
|damage=1000 | |damage=1000 | ||
|reddamage=707 | |reddamage=707 | ||
|proration=90% (O) | |proration=90% (O) | ||
|circuit=9.0% | |circuit=9.0% | ||
|cancel=N*, SP, EX, (J) | |cancel=N*, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=7 | ||
|active=4 | |active=4 | ||
|recovery=20 | |recovery=20 | ||
|frameAdv=-6 | |frameAdv=-6 | ||
|invuln= | |invuln= | ||
|description=Normal-cancellable into 6C only. Somehow faster than 5B and same frame advantage. Also moves Kouma forward a bit. | |description=Normal-cancellable into 6C only. Somehow faster than 5B and same frame advantage. Also moves Kouma forward a bit. Holding 5c for 3 or more frames result in it coming out slower than 6 frames startup. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=5[C]<br>~2 | |version=5[C]<br>~2 | ||
Line 325: | Line 336: | ||
|reddamage=(596)<br>(1281) | |reddamage=(596)<br>(1281) | ||
|proration=75%<br>100% | |proration=75%<br>100% | ||
|circuit=7.2% | |circuit=7.2% | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=42 | ||
|active=2 | |active=2 | ||
|recovery=23 | |recovery=23 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=This becomes an unblockable. The follow-up on hit is similar to his 214 series, which launches to the other side by default or by inputting 2 ends in an untechable knockdown and more damage. | |description=This becomes an unblockable. The follow-up on hit is similar to his 214 series, which launches to the other side by default or by inputting 2 ends in an untechable knockdown and more damage. | ||
}} | }} | ||
Line 344: | Line 355: | ||
|name=2A | |name=2A | ||
|linkname=2A | |linkname=2A | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage=350 | |damage=350 | ||
|reddamage=202 | |reddamage=202 | ||
|proration=75% (O) | |proration=75% (O) | ||
|circuit=3.15% | |circuit=3.15% | ||
|cancel=-SE-, -N-, -SP-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -EX-, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=7 | |recovery=7 | ||
|frameAdv=1 | |frameAdv=1 | ||
|invuln= | |invuln= | ||
|description=Your combo starter, generally the normal you start with in your pressure. Got a larger range than 5A and gives +1 frame advantage on block. Hits mid. | |description=Your combo starter, generally the normal you start with in your pressure. Got a larger range than 5A and gives +1 frame advantage on block. Hits mid. | ||
}} | }} | ||
Line 367: | Line 378: | ||
|name=2B | |name=2B | ||
|linkname=2B | |linkname=2B | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage=800 | |damage=800 | ||
|reddamage=454 | |reddamage=454 | ||
|proration=80% (O) | |proration=80% (O) | ||
|circuit=7.2% | |circuit=7.2% | ||
|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=7 | ||
|active=3 | |active=3 | ||
|recovery=16 | |recovery=16 | ||
|frameAdv=-4 | |frameAdv=-4 | ||
|invuln= | |invuln= | ||
|description=Great anti-air move. Also a part of Kouma's combo string. | |description=Great anti-air move. Also a part of Kouma's combo string. | ||
}} | }} | ||
Line 393: | Line 404: | ||
|linkname=2C | |linkname=2C | ||
|input=2[C] | |input=2[C] | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=2C | |version=2C | ||
|damage=1200 | |damage=1200 | ||
|reddamage=585 | |reddamage=585 | ||
|proration=50% (O) | |proration=50% (O) | ||
|circuit=10.8% | |circuit=10.8% | ||
|cancel=N*, SP, EX, (J) | |cancel=N*, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=11 | ||
|active=3 | |active=3 | ||
|recovery=19 | |recovery=19 | ||
|frameAdv=-4 | |frameAdv=-4 | ||
|invuln= | |invuln= | ||
|description=F-Kouma's only low-hitting normal. Moves him forward a bit. Both versions are normal-cancellable into 6C only. | |description=F-Kouma's only low-hitting normal. Moves him forward a bit. Both versions are normal-cancellable into 6C only. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=2[C] | |version=2[C] | ||
|damage=1500 | |damage=1500 | ||
|reddamage=1090 | |reddamage=1090 | ||
|proration=70% (O) | |proration=70% (O) | ||
|circuit=11.7% | |circuit=11.7% | ||
|cancel=N*, SP, EX, (J) | |cancel=N*, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=31 | ||
|active=3 | |active=3 | ||
|recovery=10 | |recovery=10 | ||
|frameAdv=5 | |frameAdv=5 | ||
|invuln= | |invuln= | ||
|description=Slow, but | |description=Slow, but advantageous on block. | ||
}} | }} | ||
}} | }} | ||
==== Aerial Normals ==== | ==== Aerial Normals ==== | ||
Line 435: | Line 445: | ||
|name=j.A | |name=j.A | ||
|linkname=j.A | |linkname=j.A | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage=300 | |damage=300 | ||
|reddamage=151 | |reddamage=151 | ||
|proration=75% (O) | |proration=75% (O) | ||
Line 443: | Line 453: | ||
|cancel=-SP-, -EX- | |cancel=-SP-, -EX- | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=5 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=A slightly smaller H-Kouma j.A. | |description=A slightly smaller H-Kouma j.A. | ||
}} | }} | ||
Line 458: | Line 468: | ||
|name=j.B | |name=j.B | ||
|linkname=j.B | |linkname=j.B | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage=800 | |damage=800 | ||
|reddamage=606 | |reddamage=606 | ||
|proration=90% (O) | |proration=90% (O) | ||
Line 466: | Line 476: | ||
|cancel=SP, EX | |cancel=SP, EX | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=6 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description= | |description=Great air-to-air. Kouma specifically can also rejump after whiffed air normals, j.b being included makes this a powerful poking tool. | ||
}} | }} | ||
}} | }} | ||
Line 483: | Line 493: | ||
|linkname=j.C | |linkname=j.C | ||
|input=j.[C] | |input=j.[C] | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=j.C | |version=j.C | ||
|damage=1000 | |damage=1000 | ||
|reddamage=606 | |reddamage=606 | ||
|proration=85% (O) | |proration=85% (O) | ||
|circuit=8.1% | |circuit=8.1% | ||
|cancel=SP, EX | |cancel=SP, EX | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=9 | ||
|active=5 | |active=5 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Your prime jump-in normal. | |description=Your prime jump-in normal. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=j.[C] | |version=j.[C] | ||
|damage=1500 | |damage=1500 | ||
|reddamage=1212 | |reddamage=1212 | ||
|proration=90% (M) | |proration=90% (M) | ||
Line 508: | Line 518: | ||
|cancel=SP, EX, J | |cancel=SP, EX, J | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=25 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=His only jump-cancellable aerial normal, used as a combo tool. | |description=His only jump-cancellable aerial normal, used as a combo tool. | ||
}} | }} | ||
Line 525: | Line 535: | ||
|name=6C | |name=6C | ||
|linkname=6C | |linkname=6C | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage=700 | |damage=700 | ||
|reddamage=505 | |reddamage=505 | ||
|proration=50% (O) | |proration=50% (O) | ||
|circuit=7.2% | |circuit=7.2% | ||
|cancel=SP, EX, (J) | |cancel=SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=15 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
|frameAdv=-5 | |frameAdv=-5 | ||
|invuln= | |invuln= | ||
|description=Kouma's standard launcher. | |description=Kouma's standard launcher. | ||
}} | }} | ||
Line 559: | Line 569: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery=20 | |recovery=20 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=Ground techable grab. | |description=Ground techable grab. Stacks up great deals of damage when you OTG combo when your opponent does not tech, even more so when you spend meter on 623C for another tech situation. | ||
}} | }} | ||
}} | }} | ||
Line 583: | Line 593: | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=2 | ||
|active=1 | |active=1 | ||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
Line 600: | Line 610: | ||
|linkname=Shield Counter | |linkname=Shield Counter | ||
|input=236D after a succesful Shield (Air OK) | |input=236D after a succesful Shield (Air OK) | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=Ground | |version=Ground | ||
|damage=500 (345) | |damage=500 (345) | ||
|reddamage=300 (198) | |reddamage=300 (198) | ||
|proration=40% | |proration=40% | ||
|circuit=3.5% | |circuit=3.5% | ||
|cancel=SP, EX, (J) | |cancel=SP, EX, (J) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
|frameAdv=-4 | |frameAdv=-4 | ||
|invuln=Strike 1-12 | |invuln=Strike 1-12 | ||
|description=Same animation as 6C. | |description=Same animation as 6C. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=Air | |version=Air | ||
|damage=500 (303) | |damage=500 (303) | ||
|reddamage=300 (174) | |reddamage=300 (174) | ||
|proration=50% | |proration=50% | ||
|circuit=3.5% | |circuit=3.5% | ||
|cancel= | |cancel= | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|invuln=Strike 1-12 | |invuln=Strike 1-12 | ||
Line 642: | Line 652: | ||
|input=214D in neutral or blockstun | |input=214D in neutral or blockstun | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=Bunker | |version=Bunker | ||
|damage=500 | |damage=500 | ||
|reddamage=202 | |reddamage=202 | ||
|proration=50% | |proration=50% | ||
|circuit=0.0%<br>(-50.0% in blockstun) | |circuit=0.0%<br>(-50.0% in blockstun) | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=26 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
|frameAdv=-5 | |frameAdv=-5 | ||
|invuln=Clash 1-10 | |invuln=Clash 1-10 | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}} | |version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}} | ||
Line 666: | Line 676: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
Line 682: | Line 692: | ||
|input=A+B+C during MAX | |input=A+B+C during MAX | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage=100 | |damage=100 | ||
|reddamage=0 | |reddamage=0 | ||
|proration=100% | |proration=100% | ||
|circuit=uses all | |circuit=uses all | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=16 | ||
|active=2 | |active=2 | ||
|recovery=25 | |recovery=25 | ||
Line 707: | Line 717: | ||
|input=A+B+C during hitstun/blockstun at MAX | |input=A+B+C during hitstun/blockstun at MAX | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=Ground | |version=Ground | ||
Line 714: | Line 724: | ||
|proration=100% | |proration=100% | ||
|circuit=removes all | |circuit=removes all | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=11 | ||
|active=10 | |active=10 | ||
|recovery=20 | |recovery=20 | ||
Line 723: | Line 733: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=Air | |version=Air | ||
Line 730: | Line 740: | ||
|proration=100% | |proration=100% | ||
|circuit=removes all | |circuit=removes all | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=12 | ||
|active=10 | |active=10 | ||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | ||
Line 759: | Line 769: | ||
|caption4=~236C Ender | |caption4=~236C Ender | ||
|caption5=EX | |caption5=EX | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=A/B | |version=A/B | ||
|damage=600 | |damage=600 | ||
|reddamage=505 | |reddamage=505 | ||
|proration=100% | |proration=100% | ||
|circuit=2.7% | |circuit=2.7% | ||
|cancel=-CH-, -EX- | |cancel=-CH-, -EX- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active=3 | |active=3 | ||
|recovery=23 | |recovery=23 | ||
Line 777: | Line 787: | ||
Rekka starter. | Rekka starter. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=~236A/B | |version=~236A/B | ||
|damage=600 (1181) | |damage=600 (1181) | ||
|reddamage=404 (896) | |reddamage=404 (896) | ||
Line 786: | Line 796: | ||
|cancel=-CH- | |cancel=-CH- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=9 | ||
|active=3 | |active=3 | ||
|recovery=29 | |recovery=29 | ||
Line 793: | Line 803: | ||
|description=Middle followup. This launches the opponent | |description=Middle followup. This launches the opponent | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=~236A | |version=~236A | ||
Line 802: | Line 812: | ||
|cancel=N | |cancel=N | ||
|guard=H | |guard=H | ||
|startup= | |startup=19 | ||
|active=2 | |active=2 | ||
|recovery=21 | |recovery=21 | ||
Line 809: | Line 819: | ||
|description=Kouma jumps back and ends with an overhead attack. | |description=Kouma jumps back and ends with an overhead attack. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=~236B | |version=~236B | ||
Line 815: | Line 825: | ||
|reddamage=404 (1228) | |reddamage=404 (1228) | ||
|proration=100% | |proration=100% | ||
|circuit=7.2% | |circuit=7.2% | ||
|cancel= | |cancel= | ||
|guard=H | |guard=H | ||
|startup= | |startup=19 | ||
|active=2 | |active=2 | ||
|recovery=17 | |recovery=17 | ||
|frameAdv=- | |frameAdv=-3 | ||
|invuln= | |invuln= | ||
|description=Forward-moving version of the above. Has better frame advantage from Kouma landing a little sooner. | |description=Forward-moving version of the above. Has better frame advantage from Kouma landing a little sooner. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=~236C | |version=~236C | ||
Line 834: | Line 844: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=16 | ||
|active=4 | |active=4 | ||
|recovery=21 | |recovery=21 | ||
Line 841: | Line 851: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=~236[C] | |version=~236[C] | ||
Line 850: | Line 860: | ||
|cancel=-EX- | |cancel=-EX- | ||
|guard=L | |guard=L | ||
|startup= | |startup=27 | ||
|active=4 | |active=4 | ||
|recovery=15 | |recovery=15 | ||
Line 857: | Line 867: | ||
|description=C-Kouma 236A Ender, becomes a low and way safer on block while held. Causes a techable knockdown. Due to the second attack launching, 236C has to be delayed a little for it to connect, though the held version doesn't have that problem. | |description=C-Kouma 236A Ender, becomes a low and way safer on block while held. Causes a techable knockdown. Due to the second attack launching, 236C has to be delayed a little for it to connect, though the held version doesn't have that problem. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=EX | |version=EX | ||
Line 863: | Line 873: | ||
|reddamage=(1855) | |reddamage=(1855) | ||
|proration=100% (x2), 80% (M) | |proration=100% (x2), 80% (M) | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=3+9 | ||
|active=8 | |active=8 | ||
|recovery=23 | |recovery=23 | ||
Line 873: | Line 883: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=[EX] | |version=[EX] | ||
Line 879: | Line 889: | ||
|reddamage=(3031) | |reddamage=(3031) | ||
|proration=100%*2, 70% (O) | |proration=100%*2, 70% (O) | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=3+24 | ||
|active=8 | |active=8 | ||
|recovery=23 | |recovery=23 | ||
|frameAdv=-12 | |frameAdv=-12 | ||
|invuln=Full 1-25 | |invuln=Full 1-25 | ||
|description= | |description=Advancing palm strike, with a decieving hitbox that's actually quite smaller than the explosion effect. Causes a wallbounce on hit, allowing you to follow up in the corner for respectable damage. Notably less untech frames than H-Moon's 236C, disallowing midscreen combos.<br>Not a true reversal, as invul frames end before the actives begin.<br>Can be charged for more damage and invul frames (still not making it a true reversal), which has some application against certain moves, as the charged invulnerability time is quite high - 25 frames. | ||
}} | }} | ||
}} | }} | ||
Line 904: | Line 914: | ||
|caption3=A (Anti-Air Grab) | |caption3=A (Anti-Air Grab) | ||
|caption4=B/EX (Anti-Air Grab) | |caption4=B/EX (Anti-Air Grab) | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=A (Hit) | |version=A (Hit) | ||
|damage=1000 | |damage=1000 | ||
Line 913: | Line 923: | ||
|cancel=(J) | |cancel=(J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=10 | ||
|active=3 | |active=3 | ||
|recovery=22 | |recovery=22 | ||
Line 920: | Line 930: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=(Anti-Air Grab) | |version=(Anti-Air Grab) | ||
Line 926: | Line 936: | ||
|reddamage=(1467) | |reddamage=(1467) | ||
|proration=100% | |proration=100% | ||
|circuit=0.0% | |circuit=0.0% | ||
|cancel= | |cancel= | ||
|guard=U<br>(Whiffs vs Ground.) | |guard=U<br>(Whiffs vs Ground.) | ||
|startup= | |startup=9 | ||
|active=1 | |active=1 | ||
|recovery=25 | |recovery=25 | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=* Anti-air grab series. These just act as launchers against grounded opponents. The anti-air grab hitbox being smaller than the strike one means that against airborne opponents the former can whiff while the latter connects, making it a bit inconsistent at times. | |description=* Anti-air grab series. These just act as launchers against grounded opponents. The anti-air grab hitbox being smaller than the strike one means that against airborne opponents the former can whiff while the latter connects, making it a bit inconsistent at times. All versions of this move are able to be shielded. | ||
Moves Kouma forward a little, the grab causes an untechable knockdown at a small distance from you. | Moves Kouma forward a little, the grab causes an untechable knockdown at a small distance from you. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=B (Hit) | |version=B (Hit) | ||
Line 947: | Line 957: | ||
|cancel=(J) | |cancel=(J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=13 | ||
|active=3 | |active=3 | ||
|recovery=22 | |recovery=22 | ||
Line 954: | Line 964: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=(Anti-Air Grab) | |version=(Anti-Air Grab) | ||
|damage=0, 2200 (1491) | |damage=0, 2200 (1491) | ||
|reddamage=(1643) | |reddamage=(1643) | ||
|proration=70% ( | |proration=70% (M) | ||
|circuit=0.0% | |circuit=0.0% | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=12 | ||
|active=1 | |active=1 | ||
|recovery=25 | |recovery=25 | ||
Line 970: | Line 980: | ||
|description=Kouma advances a little more, the grab launches the opponent farther but it can be ground teched and your damage suffers a bit from the scaling. | |description=Kouma advances a little more, the grab launches the opponent farther but it can be ground teched and your damage suffers a bit from the scaling. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=EX (Hit) | |version=EX (Hit) | ||
Line 976: | Line 986: | ||
|reddamage=1010 | |reddamage=1010 | ||
|proration=70% (O) | |proration=70% (O) | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel=(J) | |cancel=(J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=5+6 | ||
|active=3 | |active=3 | ||
|recovery=22 | |recovery=22 | ||
Line 986: | Line 996: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=(Anti-Air Grab) | |version=(Anti-Air Grab) | ||
Line 992: | Line 1,002: | ||
|reddamage=(2158) | |reddamage=(2158) | ||
|proration=70% (O) | |proration=70% (O) | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=5+5 | ||
|active=1 | |active=1 | ||
|recovery=25 | |recovery=25 | ||
Line 1,021: | Line 1,031: | ||
|caption5=~236C | |caption5=~236C | ||
|caption6=EX | |caption6=EX | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=A<br>~2/4 | |version=A<br>~2/4 | ||
|damage=2000<br>2200/2700 | |damage=2000<br>2200/2700 | ||
|reddamage=1515<br>1010/1515 | |reddamage=1515<br>1010/1515 | ||
|proration=100%<br>100%/25% | |proration=100%<br>100%/25% | ||
|circuit=0.0% | |circuit=0.0% | ||
|cancel=(CH) | |cancel=(CH) | ||
|guard=U | |guard=U | ||
|startup= | |startup=4 | ||
|active=1 | |active=1 | ||
|recovery=27 | |recovery=27 | ||
Line 1,041: | Line 1,051: | ||
'''~[2]:''' Knocks the opponent down on the other side at an awkwardly long distance. | '''~[2]:''' Knocks the opponent down on the other side at an awkwardly long distance. | ||
'''~[4]:''' Kouma just lanches the opponent behind him, wall-splatting them. Ground techable. | '''~[4]:''' Kouma just lanches the opponent behind him, wall-splatting them. Ground techable. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=B<br>~2/4 | |version=B<br>~2/4 | ||
Line 1,052: | Line 1,062: | ||
|cancel=(CH) | |cancel=(CH) | ||
|guard=U | |guard=U | ||
|startup= | |startup=28 | ||
|active=1 | |active=1 | ||
|recovery=14 | |recovery=14 | ||
Line 1,059: | Line 1,069: | ||
|description=Slow, delayed and further ranged version. | |description=Slow, delayed and further ranged version. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=A/B~236C | |version=A/B~236C | ||
Line 1,075: | Line 1,085: | ||
|description=Most damaging 214A/B follow-up option, this sends the opponent fullscreen and with an untechable knockdown without switching sides. | |description=Most damaging 214A/B follow-up option, this sends the opponent fullscreen and with an untechable knockdown without switching sides. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=EX | |version=EX | ||
Line 1,081: | Line 1,091: | ||
|reddamage=(2323) | |reddamage=(2323) | ||
|proration=100% | |proration=100% | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=6+1 | ||
|active=1 | |active=1 | ||
|recovery=36 | |recovery=36 | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full 1-6 | |invuln=Full 1-6 | ||
|description=EX Slamdunk. Untechable knockdown. | |description=EX Slamdunk. Untechable knockdown. NOT jumpable post flash. Can be used to beat safejumps. | ||
}} | }} | ||
}} | }} | ||
Line 1,104: | Line 1,114: | ||
|caption2=B | |caption2=B | ||
|caption3=C | |caption3=C | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
|damage= | |damage= | ||
Line 1,118: | Line 1,128: | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full 6-25<br>Super Armor 26-37 | |invuln=Full 6-25<br>Super Armor 26-37 | ||
|description=* F-Kouma gets to have a whole series out of his grounded 22 command dash. | |description=* F-Kouma gets to have a whole series out of his grounded 22 command dash. Has better recovery than the other Kouma's grounded command dashes and is a helpful tool in matchups to close distance. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
Line 1,134: | Line 1,144: | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full 6-25<br>Super Armor 26-37 | |invuln=Full 6-25<br>Super Armor 26-37 | ||
|description=Reaches a bit farther. | |description=Reaches a bit farther, slightly more recovery than 421A. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=C | |version=C | ||
Line 1,150: | Line 1,160: | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=The true feint. | |description=The true feint. Can also be used for fake-out mixups after a hard knock down, where dash into 421a/b will go through your opponent and 421c will not. | ||
}} | }} | ||
}} | }} | ||
Line 1,163: | Line 1,173: | ||
|caption=A/B | |caption=A/B | ||
|caption2=EX | |caption2=EX | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
|damage=1000 | |damage=1000 | ||
|reddamage=757 | |reddamage=757 | ||
|proration=75% (O) | |proration=75% (O) | ||
|circuit=7.2% | |circuit=7.2% | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=32 | |recovery=32 | ||
|frameAdv=-8 | |frameAdv=-8 | ||
|invuln=Reflect 9-13<br>Super Armor 6-22 | |invuln=Reflect 9-13<br>Super Armor 6-22 | ||
|description=Super-armored stomp, has a small reflect window. | |description=Super-armored stomp, has a small reflect window. Armor comes out on frame 6 and lasts until 10 frames into the recovery. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
Line 1,188: | Line 1,198: | ||
|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=15 | ||
|active=4 | |active=4 | ||
|recovery=22 | |recovery=22 | ||
|frameAdv=1 | |frameAdv=1 | ||
|invuln=Reflect 14-17<br>Super Armor 13-28 | |invuln=Reflect 14-17<br>Super Armor 13-28 | ||
|description=A F-Kouma exclusive, now slower and | |description=A F-Kouma exclusive, now slower and plus on block. Good to use against characters meaty, can power through a good amount of reversals as 22a can but is also +1. Armor comes out on frame 13 and lasts until 10 frames into the recovery of this move. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=EX | |version=EX | ||
Line 1,201: | Line 1,211: | ||
|reddamage=606 | |reddamage=606 | ||
|proration=100% | |proration=100% | ||
|circuit=-100.0% | |circuit=-100.0% | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=8+12 | ||
|active=2 | |active=2 | ||
|recovery=26 | |recovery=26 | ||
|frameAdv=- | |frameAdv=-10 | ||
|invuln=Full 1-8<br>Reflect 9-32<br>Super Armor 9-157 | |invuln=Full 1-8<br>Reflect 9-32<br>Super Armor 9-157 | ||
|description=EX Stomp. Huge amount of armor frames. | |description=EX Stomp. Huge amount of armor frames, 111 frames to be exact, you can use this to setup powerful armored oki after doing 214a/b or after ending a combo with 623a. | ||
}} | }} | ||
}} | }} | ||
Line 1,220: | Line 1,230: | ||
|name=Flaming Comet | |name=Flaming Comet | ||
|linkname=j.214X | |linkname=j.214X | ||
|input=j.214A/B/C | |input=j.214A/B/C | ||
|caption=A/B | |caption=A/B | ||
|caption3=EX | |caption3=EX | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
|damage=1000 | |damage=1000 | ||
Line 1,232: | Line 1,242: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=13 | ||
|active={{Tooltip | text=X| hovertext=Until landing.}} | |active={{Tooltip | text=X| hovertext=Until landing.}} | ||
|recovery={{Tooltip | text=14| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=14| hovertext=Landing recovery.}} | ||
|frameAdv=3 (TK) | |frameAdv=3 (TK) | ||
|invuln= | |invuln= | ||
|description=* Divekick series. | |description=* Divekick series. Can be used to mix up jump out escapes as well. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
Line 1,248: | Line 1,258: | ||
|cancel=EX, J | |cancel=EX, J | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=15 | ||
|active={{Tooltip | text=X| hovertext=Until landing.}} | |active={{Tooltip | text=X| hovertext=Until landing.}} | ||
|recovery={{Tooltip | text=21| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=21| hovertext=Landing recovery.}} | ||
Line 1,255: | Line 1,265: | ||
|description=Becomes jump and EX cancellable on block. | |description=Becomes jump and EX cancellable on block. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=EX (Whiff) | |version=EX (Whiff) | ||
Line 1,264: | Line 1,274: | ||
|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=2+9 | ||
|active=2 | |active=2 | ||
|recovery= | |recovery= | ||
|frameAdv=-3 (TK) | |frameAdv=-3 (TK) | ||
Line 1,284: | Line 1,294: | ||
|caption2=B | |caption2=B | ||
|caption3=C | |caption3=C | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=A | |version=A | ||
|damage= | |damage= | ||
Line 1,298: | Line 1,308: | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=* Aerial command airdash series. | |description=* Aerial command airdash series. A and B version have armor, you also keep your double jump if not previously used. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=B | |version=B | ||
Line 1,307: | Line 1,317: | ||
|proration= | |proration= | ||
|circuit= | |circuit= | ||
|cancel= | |cancel= | ||
|guard= | |guard= | ||
|startup= | |startup= | ||
Line 1,316: | Line 1,326: | ||
|description=Farther-reaching version. | |description=Farther-reaching version. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
|header=no | |header=no | ||
|version=C | |version=C | ||
Line 1,323: | Line 1,333: | ||
|proration= | |proration= | ||
|circuit= | |circuit= | ||
|cancel= | |cancel= | ||
|guard | |guard | ||
|startup= | |startup= | ||
Line 1,333: | Line 1,343: | ||
}} | }} | ||
}} | }} | ||
=== Arc Drive === | === Arc Drive === | ||
Line 1,343: | Line 1,352: | ||
|input=41236C in Max/Heat | |input=41236C in Max/Heat | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=(Grab)<br>(Hit) | |version=(Grab)<br>(Hit) | ||
|damage=900*10, 1200 (4017)<br>2500 | |damage=900*10, 1200 (4017)<br>2500 | ||
Line 1,352: | Line 1,361: | ||
|cancel= | |cancel= | ||
|guard=U<br>LHA | |guard=U<br>LHA | ||
|startup= | |startup=5+1 | ||
|active={{Tooltip | text=1 (3) 8| hovertext=First command grab box active on the last frame of superflash.}} | |active={{Tooltip | text=1 (3) 8| hovertext=First command grab box active on the last frame of superflash.}} | ||
|recovery=43 | |recovery=43 | ||
Line 1,370: | Line 1,379: | ||
|input=41236C in Blood Heat | |input=41236C in Blood Heat | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|version=(Grab)<br>(Hit) | |version=(Grab)<br>(Hit) | ||
|damage=16600 (5518)<br>3200 | |damage=16600 (5518)<br>3200 | ||
Line 1,379: | Line 1,388: | ||
|cancel= | |cancel= | ||
|guard=U<br>LHA | |guard=U<br>LHA | ||
|startup= | |startup=5+1 | ||
|active={{Tooltip | text=2 (2) 12| hovertext=First command grab box active on the last frame of superflash and the frame after.}} | |active={{Tooltip | text=2 (2) 12| hovertext=First command grab box active on the last frame of superflash and the frame after.}} | ||
|recovery=26 | |recovery=26 | ||
Line 1,396: | Line 1,405: | ||
|input=Aerial EX Shield during Blood Heat | |input=Aerial EX Shield during Blood Heat | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-MB | {{AttackData-MB | ||
|damage=1200*7, 1300 (base) | |damage=1200*7, 1300 (base) | ||
|reddamage= | |reddamage= | ||
|proration=50% + 50% * remaining BH time | |proration=50% + 50% * remaining BH time | ||
|circuit=removes all | |circuit=removes all | ||
|cancel= | |cancel= | ||
Line 1,408: | Line 1,417: | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|invuln=Full | |invuln=Full | ||
|description=Air Shield LA. Not really practical, but it does okay damage and looks pretty cool I guess. | |description=Air Shield LA. Not really practical, but it does okay damage and looks pretty cool I guess. | ||
}} | }} |
Latest revision as of 10:04, 7 February 2024
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress | To-do |
---|---|
|
|
Additional Resources
F-Kouma Match Video Database
F-Kouma Essentials
F-Kouma Corner Set ups
Notable Players
Name | Color | Region | Common Venues | Status | Details |
---|---|---|---|---|---|
JIN | Japan | A-cho, Play Spot BIG ONE 2nd, Nihonbashi Athena, Netplay | Active | ||
Jog (Jog#5053) |
North America | Netplay, Midwest locals, Majors | Active | ||
Rau (rau#6829) |
South America | Netplay | Active | ||
Tatu (Tatu#8254) |
Brazil | Netplay | Active | ||
TRG (とらじ) |
Japan | A-cho, Play Spot BIG ONE 2nd | Active |
Overview
![]() |
|
Pros | Cons |
|
|
General Gameplan
F-Kouma is different from his C and H moons. Where as C-Kouma your pressure is done through the use of rebeats and rekkas that yield good damage and H has a bit of a focus on rekka along with good neutral tools such as 5A6AA, F-Kouma is more focused on securing a knockdown and looping his powerful 50/50 set up. That's not all he has though as his OTG set ups rack up his damage output and can also catch all techs if done right, essentially giving him good damage whether they tech or not.
While these are all great things, you still have to get the hit. So in short, your gameplan is to bide your time and use your anti-air 2B and move into a spot where you can land a command grab or start your pressure.
Neutral
In neutral, while you may not have the obvious neutral tools to aid you like some of the cast, F-Kouma has a good anti-air 2B that allows him to score air CH's if someone is approaching him. It's also important that you learn when to use air backdash j.B and airdash j.C as air backdash j.B is pretty good to make sure you get the disjointed part of the button out to protect space but also to look for air counterhits if it hits. j.A is generally used for counter hit fishing if you're up close to someone. Other tools such as 22A are decent if you are using it preemptively to anti-air or even as a dash up option occasionally if you know they are going to mash.
Since you don't have the greatest of speeds in the air, you need to make good use of your dash jump, super jump and double jumps accordingly to make the most out of j.C. Again, as F-Kouma, your neutral isn't your main shining point so at many points in time you have to pick your spots wisely and dash in when needed or just wait until the opponent overextends to anti-air with 2B. To make people come to you, you have the option to charge meter in neutral.
Pressure
His pressure, since he's a Full Moon character, is fairly linear because he doesn't have a particular special move that makes him plus. Generally his pressure revolves around the fear of command grabs and while his 2A is a mid it's important to use it to stagger in order to catch mashing or jump out attempts. His 5B has a long cancel window too. Here's a few sample ideas.
- 2A delay 2A 5B delay 2C
- 2A, 214A
- 2A, 2A 5B, delay 2C, 236A
- 2A, 2A 5B delay 2B 2C, 236A
- 2A, 2A 5B 214B
Also look around for TRG's (jp's current F-Kouma) footage because you may see similar variations for his pressure and such and how it works for him. Kouma's pressure is generally short but can be useful if you learn to incorporate whiff punishing for him. Moving on to okizeme
Okizeme
Now this is where F-Kouma shines. Some of the corner set ups can be found here: F-Kouma Corner Set ups but before that, let's talk about the midscreen options from the main combo you'll be using
- 5B > 2B > 2C > delay 236B~236B~delay 236[C], 5A > 6C > j.[C] > dj.[C] > delay 623A
From this combo you have a 50/50 of either landing left/right depending on how you did dash neutral jump drift and whether you choose to airdash back j.C or land 2A/214A. Any of the options allows you to loop it back into the same set up as well. So it's important to learn how to use 214A vs 2A vs j.C. Generally 214A for your oki is for people that like to shield or can block l/r's. Lastly, delay airdash j.C is your left/right of course.
Here's a full list of characters the drift mix works and doesn't work on:
Works on:
- Aoko, Ciel, Hisui, Nanaya, Neco, Neco Chaos, Nero, Roa, Satsuki, Tohno, V.Sion and W.Len
Doesn't Work on
- Akiha, Hime, Arcueid, Kohaku, Kouma, Len, Mech, Miyako, P.Ciel, Red Arcueid, Ries, Ryougi, Seifuku, V.Akiha and Warachia
In the corner to set up an OTG sequence for now use this combo.
- 2A 5B 2B 2C 6C j[C] j[C] dl 623B
On non tech you can choose one of these options for different reasons
- (no tech) 2AAA 5c 623A
- (no tech) 2AAA 5c 623C
The latter option is usually used when you're in Max and want to extend your damage while also looking to catch tech and can loop it for 2-3 times then after that you would end it with 2AAA 5C 623A. Of course you can catch the tech if you wait a bit before dashing and react to tech with your 2A as well.
Here's a route for OTG corner steal (2AAAAA 2B 5C 623A); this one works if they don't tech something like throw or 236[C] in the corner and you want to set up the gap in the corner
Works on:
- Aoko, Nanaya, Kouma, Ciel, Riesbyfe, Warachia, Roa, Arcueid, P.Ciel, Satsuki and Nero
Doesn't Work on:
- Tohno, Hime, Miyako, Sion, V.Sion, Akiha, Warc, V.Akiha, Seifuku, Len, Ryougi, W.Len, Neco Chaos, Hisui, Neco and Kohaku
A 214A ender can also allow you to 22C to discourage mashing of all sorts since it will absorb Heat, abare 2A etc. Also gives a safe jump via iad j.C
Defense
Defense wise, beyond system mechanics F-Kouma has 214C and 22C.
214C is a really fast command grab that is not jumpable postflash, its range is small but grabs hurtboxes as well making it a good reversal in the right spots. You also have 22C which is invulnerable (only during frames 1 through 8 of the startup) and gives armor but can be thrown to break the armor and can be thrown postflash since it's slow enough, you can even do 2A(whiff) and then grab Kouma out of it. It's important to know when to use these reversals as 214C is self explanatory while 22C is best used if someone is being greedy with their run up oki sequences or if they are looking to meaty you with a 5B normal. These are your defensive options and they can be good just be sure to find the right spots in order to use them to their full usage.
Combos
Combo Notation Help | |
---|---|
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
|
X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
|
sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
Normal Combos
Corner Combos
OTG Combos
Move Descriptions
Frame Data Help | |
---|---|
Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
|
Normal Moves
Standing Normals
5A
5B
5C
5C 5[C](~2) 5C 5C 5[C] 5[C]
|
---|
Crouching Normals
2A
2B
2C
2C 2[C] 2C 2C 2[C] 2[C]
|
---|
Aerial Normals
j.A
j.B
j.C
j.C
j.[C] |
---|
Command Normals
6C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
---|
Air Throw
Air Throw
j.6/4A+D |
---|
Shield Counter
Shield Counter
236D after a succesful Shield (Air OK) |
---|
Shield Bunker
Shield Bunker
214D in neutral or blockstun |
---|
Blood Heat
Blood Heat
A+B+C during MAX |
---|
Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
---|
Special Moves
Grounded Specials
236X
A/B A/B ~236A/B ~236A/B ~236A/B Ender ~236A/B Ender ~236C Ender ~236C Ender EX EX
|
---|
623X
A/B A/B EX EX A (Anti-Air Grab) A (Anti-Air Grab) B/EX (Anti-Air Grab) B/EX (Anti-Air Grab)
|
---|
214X
Cremation (EX 1: Unicorn - Purifying Flame Ecstasy) (EX 2: Unicorn - Endowed With Destruction) 214A/B/C (214A/B~2/4/236C) A A B B ~2 ~2 ~4 ~4 ~236C ~236C EX EX
|
---|
421X
Plated God (Kaisoku) 421A/B/C (No EX) A A B B C C
|
---|
22X
A/B A/B EX EX
|
---|
Aerial Specials
j.214X
Flaming Comet j.214A/B/C A/B A/B EX EX
|
---|
j.22X
Plated God (Air) j.22A/B/C A A B B C C
|
---|
Arc Drive
Unicorn - Jambu in Flames
41236C in Max/Heat |
---|
Another Arc Drive
Crimson Lord - Jambudvipa Weariness Purification
41236C in Blood Heat |
---|
Last Arc
Yama's Judgement
Aerial EX Shield during Blood Heat |
---|