Melty Blood/MBAACC/Kouma Kishima/Full Moon
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
|
「」 - 236ABC
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「」 - 28ABC
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「」 - 623ABC
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「」 - 214ABC
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「」 - 421ABC
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「」 - J22ABC
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「」 - 426ABC
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「」 - BC
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Arc Drive
「」
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Another Arc Drive
「」
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Last Arc
「」
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