Melty Blood/MBAACC/Kouma Kishima

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Introduction

Angry demon buddhist who is distantly related to the Tohno family. He is also the killer of Tohno Shiki's true father, Nanaya Kiri.

Kouma is a rushdown character who utilizes his strong pressure and mixups to scare opponents into making mistakes on defense. His strike/throw game is good due to both large cancel windows on his normals and his frame 4 command grab, allowing him to run strong stagger pressure whilst also having the threat of a fast command grab to catch patient players off guard. His neutral is overall weak in terms of range, so instead he uses his fast dashes to close the gap between him and his opponent. C and F are generally regarded as mid tier, whilst H is weaker but still viable.

H-Kouma and F-Kouma are inexplicably unable to combo in the air with the same rules as other characters (cannot cancel normals into each other or into airthrow).

Stage: Forest of King Cruel

Forest of King Cruel.PNG

BGM: Blood heat!

Moon Overview

Moon Style Description
Melty Blood Crescent Moon.png

Crescent

  • The most common moon and the easiest of the three to learn due to retaining the same air combo rules as most other characters.
  • Strong air game due to retaining air options off of all air normals on whiff, which makes stuff like rising j.B more viable as an anti-air.
  • Very high average damage but this is offset by his normals being slow, stubby, or a mix of both.
  • The only moon with a grounded overhead, as well as possessing various reversals that must be responded to and punished differently.
  • Great stagger pressure ability thanks to 5B~B and good frame advantage from whiffed 2A rebeats.
  • Due to his poor range and relatively below average frame data, he has to vary his approach often in order to be effective at a high level.
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Half

  • The worst moon for multiple reasons, one of them being his lack of divekick (j.214X).
  • Arguably has the best pressure of the three due to having many tools that let him get in, stay in, and keep himself safe.
  • On top of that he still has access to the command grab making his pressure very scary to deal with once he gets going.
  • Unique j.22B command air dash and a lot of forward-moving normals also makes him more mobile than the other two.
  • Poor conversions off of non-CH air hits, but he has high damage potential on clean hits.
  • His lack of strong metered options and poor metergain from his combos on top of having Half Moon mechanics means he will struggle to maintain meter more often than not.
Melty Blood Full Moon.png

Full

  • The hardest moon to learn overall due to difficult optimal combos and a lot of character-specific tech.
  • Focused on securing a knockdown and running strong mixups that loop into themselves. Due to this, he can keep momentum going indefinitely until one of his mixups are blocked.
  • Capable of bulldozing his way across the screen with his armored rekkas.
  • Inexplicably okay matchups against some stronger characters (most notably Nero) because he has a God-given right to get in if he really wants to commit.
  • His pressure is much weaker and shorter in comparison to the other moons.
  • Conversions off of non-CH air hits are nonexistent for the most part.

Statistics

Stance 100% 75% 50% 25% Net Health
Jump 0.809 0.766 0.700 0.638 15,782
Stand 0.920 0.871 0.796 0.725 13,881
Crouch 0.993 0.940 0.859 0.783 12,859
Average 14,174

Palettes

Kouma-colors.png

1) Default

18) Sol Badguy (Guilty Gear)

29) Jedah (Darkstalkers)

External Links

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