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Melty Blood/MBAACC/Kouma Kishima

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Introduction

Angry demon man, distantly related to the Tohnos. Melty's closest character to a grappler, with a focus on rekkas and super armor to move across the screen. Decent normals, and a reasonable ability to tick into his command grab. H 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

  • Best air game of the three due to retaining air options off of all air normals, which makes stuff like rising j.B more viable.
  • Highest average damage, but his normals have the worst range of all moons.
  • The only moon with a grounded overhead, as well as possessing various reversals.
  • Great stagger pressure ability thanks to 5B~B and large cancel windows on his normals.
  • Due to his poor range and relatively below average frame data, he has to vary his approach often in order to be effective.
Melty Blood Half Moon.png

Half

  • Most mobile moon, has access to a unique j.22B that is angled upwards.
  • 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 that the other two have, making his pressure very scary once he gets going.
  • Conversions off of non-CH air hits are abysmal, but he has high damage potential on clean hits.
  • Weaker and very uncommon compared to the other two moons, but is still a solid choice if you want to make anyone scared to block.
Melty Blood Full Moon.png

Full

  • Focused on securing a knockdown and running strong mixups that loop into themselves.
  • Capable of bulldozing his way across the screen with his armored rekkas.
  • Optimized combos are surprisingly technical and can be easily dropped.
  • Inexplicably OK matchups against some top tiers (Nero) because he has a God-given right to get in if he really wants to commit.
  • Can keep momentum going indefinitely.
  • Poor conversions off of non-CH air hits, and generally has to work hard to get wins.

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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