Melty Blood/MBAACC/Kouma Kishima/Full Moon

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Combos

This page is a translation from the French wiki BasGrosPoing.

Original can be seen at : http://wiki.basgrospoing.fr/index.php/Melty_Blood/Kouma_Kishima/Full_Moon)

(damage tested against Tohno Shiki)

Basic combo

  (2A) > 5B > 2B > 2C > 6C > delay 623A (3216)
Very basic BnB.
  (2A) > 5B > 2B > 2C > delay 6C > j[C] > delay j[C] > land > delay 623A (3942)
Basic BnB off a random poke, usually 5B.
  jB-AirCounter > (dash) > 2B > 5C > 623A (3104)
Air Counter combo.
  5B > 5B > 5C > 236C > 2B > 5C > 623A (4915)
Corner combo with meter, on some character replace "2B>5C" by "5A>2B".
  j6E > land > 5A > 6C > j[C] > j[C] > airthrow (2598)
Golden Airthrow combo.
  5B > 2B > 5C/2C
OTG tech-punish combo.
  2A > 5A(AAA) > 623A/C
OTG combo.

Intermédiaire

  2AAA > 5B > 2B > 2C > delay 236B > 236B > 236[C] > 5A > 6C > j[C] > delay j[C] > land > delay 623A (4428)
BnB from a "jC>2A" or "2AAA".
  5B > 2B > 5C > 22B > 623A
Advanced combo double OTG.
  5B > 2B > 2C > delay 236B > 236B > delay 236[C] > 5A > 6C > j[C] > delay j[C] > land > jC > j214C (4669)
Midscreen and meter combo. Damage isn't worth if starting from "jC" or "2A".
  jB (counter) > (dash) > 2C > delay 236B > 236B > delay 236[C] > 5A > 6C > j[C] > delay [jC] > land > jC > j214C (4139)
  AirCounter combo midscreen with meter.
  (2A) > 5B > 2BB > 2C > delay 236B > 236B > delay 236[C] > 5AAA(A) > (delay 2B) > 623A (4142)
Corner combo that trades damage to take off the corner.
Use more "2A" at the beginning to increase gravity depending the enemy.

Strategy

Do what you need to do to extrapolate on the character. Here are example categories below.

Full

Spacing

Pressure

Move Descriptions

Normal Moves

2A

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.

5A

Close range slap that can help you out with people who try to jump out from your approach. Got +2 frame advantage on block. Hits high -

2B

Great anti-air move. Also a part of Kouma's combo string. -

5B

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 -

2C

-

5C

-

6C

-

#C

-

#C

-

JA

-

JB

-

JC

-

J6C

-

Special Moves

Name 「JP name」 - 22ABC
  • (Description) - Simply describe the move here and what it can be used for
  • (A version) - This is where you put what the version of the move can be used for and how its different from the rest of the moves.
  • (B version) - Ditto
  • (EX version) - This is were you describe what happens when you feed it 100%
「」 - 236ABC
  • (Description) -
「」 - 28ABC
  • (Description) - ...
  「」 - 623ABC
  • (Description) - ...
「」 - 214ABC
  • (Description) - ...
「」 - 421ABC
  • (Description) - ...
「」 - J22ABC
  • (Description) - ...
「」 - 426ABC
  • (Description) - ...
  • (A version) -
  • (B version) -
  • (EX version) -
「」 - BC
  • (Description) - ...
  • (Standing) -
  • (Crouching) -
  • (Airborne) -


Arc Drive

「」
  • (Description) - AD description


Another Arc Drive

「」
  • (Description) - AAD description

Last Arc

「」
  • (Description) - LA description. Mention where it is activated (air or ground shield) first.

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