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 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.
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
BGM: Blood heat!
- The most common Kouma moon, and probably the easiest moon of the three to learn.
- Best air game of the three moons due to retaining air options off of all air normals, which makes stuff like rising j.B more viable.
- Has the highest average damage of the three, 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 differently.
- 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.
- The worst Kouma 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 once he gets going.
- Unique j.22B command dash and a lot of forward-moving normals also makes him the most mobile out of the three.
- 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.
- 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 in this moon is overall much weaker and shorter compared to the other two.
- Conversions off of non-CH air hits are nonexistent for the most part.
18) Sol Badguy (Guilty Gear)
29) Jedah (Darkstalkers)