User:Towito/Sandbox: Difference between revisions

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Kouma work.
Kouma work.


==Offense==
==Offense==
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* 214A combo ender, then OTG 22C.
* 214A combo ender, then OTG 22C.
* Stringing into 22C on block via 22A > 22C
* Stringing into 22C on block via 22A > 22C
==Offense==
<!--* Describe Kouma's neutral and offensive tricks.-->
Kouma's offense is built around his command grabs, strong normals and staggers. In Type Lumina Kouma's command grabs are particularly useful because they're a great way to beat shield and get good reward. Kouma's ability to beat shield forces opponents to take more risks. Kouma's 2A and 2C are also amazing lows that help keep opponents from fuzzy jumping duringOn top of his command grabs, Kouma's 5[C] and 2[C] are useful ways to armor through mash attempts during pressure, and half-charging them gives Kouma more stagger options.
===Blockstrings & Pressure ===
All of Kouma's command grabs have throw invuln properties. This helps Kouma can beat out defensive throw attempts. 214B's armor can also beat out many wakeup mash attempts. 214C is ''not'' very useful as a pressure tool because opponents can jump it on reaction to the super flash. It's better used as a reversal or a combo ender. Arc Drive is useful to ca
===22C in Pressure===
During pressure, 22C's armor allows Kouma to use riskier enders on blockstrings and keep his turn. However, opponents still have viable counter play against this. They will often try to throw punish, shield an attack, use a metered reversal, or simply run away for the duration. Their safest option is to attempt a throw punish, because 22C armor goes away even when Kouma successfully techs a throw. The armor is still good for playing aggressively, but it has limits. Thankfully there are safe ways to activate it. Some methods include:
* OTG 22C on 214A ender.
* Setting up a blockstring into 22A > 22C
After 22C armor is up:
- 22B becomes a scary "pressure reset" option despite being -3. It's still vulnerable to reversal throw, and the opponent would be inclined to do so, but Kouma has command grabs to deal with that, making the opponent guess between 2A mash and reversal throw in such a situation.

Revision as of 08:26, 27 November 2021

Kouma work.


Offense

Kouma's offense is built around his command grabs, strong normals and staggers. In Type Lumina Kouma's command grabs are particularly useful because they're a great way to beat shield and get good reward. Kouma's ability to beat shield forces opponents to take more risks. Kouma's 2A and 2C are also amazing lows that help keep opponents from fuzzy jumping duringOn top of his command grabs, Kouma's 5[C] and 2[C] are useful ways to armor through mash attempts during pressure, and half-charging them gives Kouma more stagger options.

Blockstrings & Pressure

As with most fighting games, blockstrings are dynamic and change over time. These are meant to give some ideas to start out with. One thing that should be noted with Kouma's blockstrings is that you rarely go from 5A/2A directly into 5B. 5B has very long startup and it is easy to create an unintentional gap in a blockstring.

  • 2A > 2A > dl.2A > 5C > 2C > 22A

Staggered lows are the bread and butter of RPSing around command grabs. If you make your opponent think that you'll run up and command grab, most of the time they'll opt to jump. This will get caught by delay lows. You can vary the timing of 2C by charging it different amounts.

Their throw invuln properties also mean that Kouma can beat out defensive throw attempts. 214B's armor can beat out many wakeup mash attempts. 214C is not very useful as a pressure tool because opponents can jump it on reaction to the super flash.


22C in Pressure

This is where Kouma's ignorance comes in. With 22C's armor all of the sudden the opponent loses 2A mash or DP as an option to get out of Kouma's pressure, as both can be tanked and punished with a full combo. For that reason you're going to want to try to activate the 22C armor buff whenever you have meter to spare. Some methods for activating 22C safely include:

  • 214A combo ender, then OTG 22C.
  • Stringing into 22C on block via 22A > 22C

Offense

Kouma's offense is built around his command grabs, strong normals and staggers. In Type Lumina Kouma's command grabs are particularly useful because they're a great way to beat shield and get good reward. Kouma's ability to beat shield forces opponents to take more risks. Kouma's 2A and 2C are also amazing lows that help keep opponents from fuzzy jumping duringOn top of his command grabs, Kouma's 5[C] and 2[C] are useful ways to armor through mash attempts during pressure, and half-charging them gives Kouma more stagger options.

Blockstrings & Pressure

All of Kouma's command grabs have throw invuln properties. This helps Kouma can beat out defensive throw attempts. 214B's armor can also beat out many wakeup mash attempts. 214C is not very useful as a pressure tool because opponents can jump it on reaction to the super flash. It's better used as a reversal or a combo ender. Arc Drive is useful to ca


22C in Pressure

During pressure, 22C's armor allows Kouma to use riskier enders on blockstrings and keep his turn. However, opponents still have viable counter play against this. They will often try to throw punish, shield an attack, use a metered reversal, or simply run away for the duration. Their safest option is to attempt a throw punish, because 22C armor goes away even when Kouma successfully techs a throw. The armor is still good for playing aggressively, but it has limits. Thankfully there are safe ways to activate it. Some methods include:

  • OTG 22C on 214A ender.
  • Setting up a blockstring into 22A > 22C

After 22C armor is up:

- 22B becomes a scary "pressure reset" option despite being -3. It's still vulnerable to reversal throw, and the opponent would be inclined to do so, but Kouma has command grabs to deal with that, making the opponent guess between 2A mash and reversal throw in such a situation.