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Melty Blood/MBAACC/Kouma Kishima/Crescent Moon

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Character Page Progress

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Combos:
    • Add damage, meter gain/given numbers and video links to the pre-existing combos.
  • Move Descriptions:
    • Complete Last Arc frame data.
    • Expand upon to the shorter descriptions, cite their uses, add captions where helpful, etc.
  • Overview/General Gameplan:
    • Write the Defense section.
  • Combos:
    • If necessary: add separate starter/ender options and corner-specific combos in their respective sections.


Additional Resources

C-Kouma Match Video Database

Notable Players

Name Color Region Common Venues Status Details
akatsuki
(朱月)

Kouma Color16.png

Japan A-cho,
KorewaMelty,
Play Spot BIG ONE 2nd
Active Very technical, the JP Kouma to watch for loops and optimal conversions.
ari
(あり)

Kouma Color09.png

Japan Kirisugu, KorewaMelty Inactive Shows off strong tick throws and post throw mixups. Displays very strong movement using his ground dash and momentum drift to maneuver even the most difficult matchups.
Inami

Kouma Color12.png

North America Netplay Inactive Positions herself aggressively, using preemptive buttons to score rewarding counter-hits. Shows off good pressure and has a lot of footage to watch showing technical aspects of C-Kouma.
JIN
(JIN#7090)

Color

Japan A-cho,
Nihonbashi Athena
Active The gold standard for C-Kouma. Shows off many of C-Kouma's unique answers to situations. Strong combos, pressure, defense, and neutral allow him to use C-Kouma at a very high level. Occasionally posts tech to his Twitter. Very ready to answer questions on Discord if you ask!
Lily
(Lilianna#1381)

Kouma Color19.png

North America Netplay Inactive Found in the Melty Blood Community Server and Meltycord. Shows off a more grounded game with C-Kouma, utilizing many dash unders and grounded anti airs. Frequently will play for time out.
mudaniku
(むだにく)

Kouma Color30.png

Japan A-cho Inactive The original great C-Kouma. Footage is a bit outdated, but still shows off strong situational awareness and C-Kouma fundamental concepts.
Skeleton

Kouma Color03.png

North America Next Level, Netplay Active This is my color, don't take it.
TRG

Color

Japan A-cho,
Play Spot BIG ONE 2nd
Active Primarily plays F but shows strong proficiency with C at times too.
zashinu
(Zash犬)

Kouma Color36.png

Japan A-cho,
KorewaMelty,
Play Spot BIG ONE 2nd
Inactive Shows off a proactive style of play that demonstrates how to overwhelm the opponent. Good at making opponents uncomfortable even in advantageous situations. His style sometimes borders on recklessness, leading to volatile results.

Overview

Playstyle
Kouma's head .png C-Kouma is a hard-hitting stagger pressure king.
Pros Cons
  • Large Health Pool: Has the 5th highest health in the game, which lets him take some more hits than other characters.
  • High Damage: Does 4-5k off of every confirm.
  • Diverse Metered Reversals: Heat, 22C, 623C, and 214C are all useful reversals, each with their own benefits and counterplay.
  • Good Stagger Pressure: Rebeats, a plethora of lows, good stagger windows, vacuuming 5B~[B] and a command grab help make C-Kouma's pressure scary to deal with.
  • Good Mixups After Command Grab: C-Kouma gets good setups off of his command grab.
  • Slow Pokes: Although C-Kouma has the tools to adapt to neutral situations, his slow/stubby buttons mean that he needs to vary his approach to be effective.
  • Meter Hungry: Although C-Kouma has many great uses for meter, such as for oki, reversals, and pressure extension, his meter gain is only average.
  • Mediocre Anti-airs: 623A and 22A are useful, but can sometimes be beaten out by stronger jump in buttons.

C-Kouma is the version of Kouma that trades away many of Full Moon's more straightforwardly useful tools in exchange for higher damage and a more flexible air game. The biggest difference between C-Kouma and his other two moons is C's ability to cancel air normals like any other character in the game, allowing him to make full use of his high damage air moves in combos. In addition, after C-Kouma recovers from performing an air normal, he retains all of his options! This makes options like rising j.B much more viable. Kouma has quite a few reversal options, in Heat, 22C, 623C, and 214C. Despite these strengths, C-Kouma suffers from a lack of solid ground normals, often forcing him to approach at awkward angles often predictably, making neutral quite difficult.

General Gameplan

Kouma is a decent grappler with a fairly strong air game. When played properly, he can threaten multiple avenues of attack with his strong forward mobility in conjunction with options like his divekicks, air normals that allow action after recovering from a whiff, and of course, his command grab.

Neutral

C-Kouma's neutral can be a bit difficult to navigate due to his smaller overall buttons and somewhat slower frame data. C-Kouma possesses a unique trait to retain air options off of any air button. What C-Kouma lacks in solid options, he makes up for with his versatility in playing neutral. His 5A and 2A are relatively fast at 5 frames, having averagely sized hitboxes and a decent amount of active frames, but have no disjointed hitbox. His 5B and 5C normals are among the slowest of their kind in the game (active on frame 11), and have relatively poor hurtbox placement to boot, making them rather difficult to use in neutral. Kouma's walk speed is pretty slow. His dash and air dash are solid, covering good distance quickly and letting him make the most of his relatively small normals. The grounded dash can sometimes slip under certain moves, like F-Aoko's projetile. C-Kouma's usage of 668 is very strong, allowing him to enter the air and potentially threaten using his dash momentum very well. This allows him to potentially cover large amounts of space quickly using his air dash or covering small space using forward drift out of 668. All of these options come from a rather non-committal action that allows him to conserve multiple options and is key to playing neutral with C-Kouma. His backdash leaves something to be desired, having a fair bit of recovery, making it extremely unsafe to use when not actually dodging a hit. C-Kouma tends to try anti airing with 623A and 22A but his strongest anti air option lies within using his dash to get under jumping opponents and catching landings using 2C. C-Kouma can also beat many air moves such as all of F-Ryougi's buttons, C-Arc 63214A/B, or most crossup hitbox moves using his 2B to low profile these moves and score an air counter hit. With meter, you can use j.236C to anti air and get a combo. Even if it is blocked, it still retains your advantage in nearly any situation it's used in. C-Kouma's j.B is quite active, allowing him to potentially poke out against many moves that extend their hurtbox outwards such as Nero j.C or Kohaku j.B with rather low commitment due to retaining air options on whiff. Using this tool to its full potential helps form a strong core of his air game when combined with the rest of his tool kit. His j.C being a very strong jump in and in the first 3 active frames, actually has a sizable hitbox extending inwards that allows j.C to hit crossup. His divekicks can be used in a variety of ways to score counter hits, whiff punish from the air, or safely alter landing timing. j.214A in particular has the strength of being EX cancelable on whiff, allowing you to make it safe with 22C in many situations. j.214B performs a bounce back after connecting and allows you to retain any air options you had before you divekicked, while also being EX cancelable on hit/block.

Pressure

If you can make it past neutral, Kouma begins to excel - keeping your opponent in a constant state of pressure is the easiest way to victory. Kouma has a lot of different tricks up his sleeve to open people up in just about every way, depending on the opponent. All 3 of his crouching normals, as well as 236A (and 623B, if you're a crackhead) hit low, allowing him to effectively catch premature jumpouts, backdashes, and special inputs. 6C is a standing overhead that, while slow, can be cancelled into any of his normals, allowing a blocked 6C to continue pressure and a hit 6C to start a combo. 214A is your primary mix-up tool, allowing you to punish an enemy complacent in just blocking you. In pressure, staggers are your friend, C-Kouma possesses very long stagger windows on his moves giving him a large variety of timings to perform staggers. Delaying your hits with the right time can mask a dash-in that can let you potentially 214A or continue the pressure. 5B~[B] pulls your opponent back towards you, allowing pressure to continue indefinitely without needing to dash back in, should your opponent not contest it. 5B~B has many different cancel windows that allow you to frame trap, charge, or potentially refresh your normals letting 5B recover. If your opponent begins to shield as F/H moon 5B~[B], you can try using 236A or 214A to beat the shield attempt from an F/H moon. The key to success is remaining ambiguous by not establishing a recognizable pattern - do different resets in different places with different timings while doing pressure to punish escape attempts that would work if you remained stagnant. Of his moves with advantage on block, 2C is +1 and 236A can be plus depending on spacing. After 236A on block, you can potentially frame trap again with 5A to continue your turn. When utilizing 2A whiff in pressure you begin to acquire some nice frame data.

  • 5B becomes -2
  • 5B~B becomes -2
  • 5C becomes +1
  • 2C stays +1
  • 6C becomes 0

You retain the option to whiff cancel into something to score counter hits or hit people jumping out while also remaining ambiguous with possible reset attempts. Staggering your rekka series can be rather effective at catching jump or mash attempts, though they are all shieldable standing. This gives you the option to potentially dash-in after performing your rekka series due to the fear of a follow up. Concerning pressure resets, staggered use of your normals can mask a dash-in, 5B~[B] forgoes the need for one, and a well placed TK 236C will put you closer at considerable advantage if in the corner. Strategic use of divekicks can also be a powerful reset tool, as they will beat out many common low abare tools. It's important to be prepared to respond to EX Guards as C-Kouma, just a couple of EX Guards and C-Kouma's turn is over. Utilizing 214A and dash-in resets is important in catching out EX Guards.

Okizeme

Air Throw ender, after BnB, assuming normal wakeup time

5B, 2C will hit meaty and will beat low and high shield respectively. For non-meaty options, dash 5B and dash 2B come out decently quickly, and must be shielded in the proper direction, with 5B coming out slowly enough that a bunker inputted immediately will be punished; a dash into 2B can be delayed to a similar effect. Both of these options are effective at beating fuzzy jump with 2B being particularly effective due to being a low. 2C at max range avoids several reversals, allowing a punish. Dash 5A will also hit meaty on many characters, allowing a quick start to pressure. Against opponents who backdash on wakeup, dash 5A/2A > 2C will cover a backdash, as well as dash 5B~B; if the opponent's backdash is airborne, the former is preferable, as the resulting confirm is better and easier. Dash 22A will trade favorably with some reversals. As with pressure, dashing into a delayed 214A can be a good way to punish a complacent opponent. Divekicks and IADs should also be considered when conditioning. Dash tk j.236C when you have the meter to afford it has the use of being very + if blocked, beating most reversals and low shield in addition to most cancel options if shielded standing, trading with wake up bunker, and creating guard break opportunities against jumping opponents.

j.214C ender, after BnB, assuming normal wakeup time

Similar to above, but Kouma lands closer to his opponent, allowing for slightly more time to act before the opponent wakes up. This makes dash 5B and 2B hit meaty. 6C is also an option that while not hitting meaty, makes many heat hitboxes whiff. Unlike air throw ender, this leaves you at enough advantage to bait many DPs (except particularly massive ones) by super jumping forward.

214A or Air Throw > 6C, midscreen

Kouma has access to sandoori and drift mixups after these knockdowns. The former consists of a super jump forward and an airdash back coupled with a falling j.C. The j.C can hit (same side, high) or whiff, allowing Kouma to instead use 2A for a fast low or 214A for a command grab. The drift mixup simply involves dashing forward, neutral jumping, and holding back, allowing Kouma to come down on either side of his opponent for a meaty 2A. For both mixups, 5B, 2B, and 214A are useful against opponents who like to shield. You're able to use 22C following a 214A knockdown as well to gain armor and have time to meaty. This armor will allow you to armor through wakeup options such as heat and various other reversals (e.g. Nanaya 623x) and be able to punish.

Defense

Being a C-Moon character, Kouma has access to Ex-Guard, a long held shield, and Ex-Shield. Ex-Guard is helpful in every situation, and using it to cause an opponent to whiff can turn the tide in your favor, as a quick low sweep can catch a recovering opponent, or dash 214A can catch one who understands the necessity to block after a whiff. Held shield is especially powerful for Kouma, moreso than other characters, as he can cancel into 214A, which cannot be jumped if cancelled into immediately on the ground, and can catch an airborne opponent landing if delayed slightly. Do however mindful of your opponent's remaining air options when using this option as if they have a double jump or airdash left to cancel into on shield you may end up getting whiff punished. Shield into 22A is another decent option for opponents with multi-hit jump-ins. Ex-Shield into 5A is another powerful anti-jump-in tool that allows Kouma to convert into a corner carrying combo. 2C and 623A are your primary tools for stopping a grounded approach, as they come out pretty quickly, have decent active frames, far reach (comparatively), and enough disjoint to get the job done. 623A and 22A are Kouma's best anti airs, but neither are particularly reliable against some of the stronger jump-ins in the game, so take care to understand their frame data as well as your opponent's. 623A and 5C are good tools for stuffing IADs. Against characters with telegraphed moves with long recovery, especially ones that move them forward (e.g. Satsuki 3[C], Hisui 5[C]), dodge can work wonders in conjunction with a followup 5A or 214A. Notably, Kouma's dash can low profile certain attacks and projectiles, allowing him to escape under opponents or punish through a projectile. Another tool of note when holding pressure in the corner is that 2B and 2C move Kouma forward slightly, allowing you to pull yourself out of the corner and potentially make some IAD buttons whiff, letting you to take the corner and start your own pressure.

C-Kouma also has a variety of metered reversals, with each one covering different options that the opponent might do. 214C has decently long reach and can latch onto enemy hurtboxes allowing it to disrespect many staggers and make a lot of characters tread carefully and second guess running their pressure. 623C is a DP with a fair bit of invuln that, while not great in terms of catching people above you vertically, does have a lot of horizontal reach allowing it to beat certain strong moves such as C-Nero 5[C] at many ranges, but is also only air unblockable for the first handful of active frames. 22C can function as an opt out against left/right mixups if you don't think that the opponent will meaty with something that they can whiff cancel into shield/throw in reaction to the superflash. j.236C can disrespect improperly timed meaties and function as a costly antiair that confirms into 3k on hit in most cases and if blocked will usually result in either a return to neutral or a scramble situation in your favor. C-Kouma is a character that can easily make a lot of characters think twice about running parts of their offense as long you retain 100 meter to spare. Even without using them, the threat of C-Kouma's reversals can often give you openings to get out if you keep a good eye for them. On the other hand, a savvy opponent expecting a reversal can simply wait for superflash, as all 3 can be punished by an opponent who simply waits and reacts appropriately. Presenting your reversals allows you to gain more options on wakeup if they fear your reversals and elect to wait for the superflash, helping you possibly get your turn back with a more risky option such as wakeup jump, mash, or even dash 2A.

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • (2A)/(5A) > 2B > 5B~B > 5C > 2C
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
Your main starter on a grounded opponent. On an airborne opponent, immediately jump-cancel into an air string instead.

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • j.BC > AT/j.214C
???


Meter Gained: ??? Meter Given (vs C-Moon): ???
Standard air throw ender OR j.214C for a better knockdown situation and a little more damage.

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
OTG Starter
  • 2AA > 2B
1251 (2C Knockdown)
826 (236A Knockdown)


Meter Gained: 23.5% (2C Knockdown)
17.5% (236A Knockdown)
Meter Given (vs C-Moon): 7% (2C Knockdown)
5.2% (236A Knockdown)
Midscreen OTG combo. You can chase any tech with a well timed dash 2C.
OTG Starter
  • 6C > 2C > 236A~delay 236B~236C > j.CB > dj.BC > AT/j.214C
3381


Meter Gained: 38.9% Meter Given (vs C-Moon): 22.5%
Can only be performed from 2C or no tech from normal throw.
OTG Starter, 100% meter
  • tk.236C > sj9.CB > dj.BC > AT/j.214C
2893 (2C Knockdown)
2580 (236A Knockdown)


Meter Gained: -84.6% (2C Knockdown)
-90.6% (236A Knockdown)
Meter Given (vs C-Moon): 19.9% (2C Knockdown)
18.1% (236A Knockdown)
Midscreen OTG relaunch combo. j.236C must be done right after the knockdown to be able to OTG from midscreen.
OTG Starter, Corner-only
  • 2AAAA > 2C > 5AAA > 2B
1836 (2C Knockdown)
1427 (236A Knockdown)


Meter Gained: 49% (2C Knockdown)
43% (236A Knockdown)
Meter Given (vs C-Moon): 14.7% (2C Knockdown)
12.9% (236A Knockdown)
Basic corner OTG combo. Most common from stray 236A but can happen from stray 2C as well. You can punish any tech with 2B. You can cut out 1 2A to make punishing techs easier.
OTG Starter, Corner-only
  • 2AAAA > 2C > 5AAA > 5C > 8
1894 (2C Knockdown)
1485 (236A Knockdown)


Meter Gained: 51% (2C Knockdown)
45% (236A Knockdown)
Meter Given (vs C-Moon): 15.3% (2C Knockdown)
13.5% (236A Knockdown)
Corner OTG combo that can be unsafe if you don't jump cancel. You can do iad forwards or backwards to punish a tech with a j.C.
OTG Starter, Corner-only, 100% meter
  • 2AAAA > 2C > tk.236C > sj9.CB > dj.BC > AT
3002 (2C Knockdown)
2593 (236A Knockdown)


Meter Gained: -61.1% (2C Knockdown)
-67.1% (236A Knockdown)
Meter Given (vs C-Moon): 26.9% (2C Knockdown)
25.1% (236A Knockdown)
OTG relaunch combo using j.236C.
OTG Starter, Blood Heat
  • 2C > AAD
6200 (2C Knockdown)
5826 (236A Knockdown)


Meter Gained: -All (2C Knockdown)
-All (236A Knockdown)
Meter Given (vs C-Moon): 24.5% (2C Knockdown)
22.7% (236A Knockdown)
OTG Pickup with AAD.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (5A/2A) > 2B > 5B~B > 5C > 2C > 236A~236C > j.CB > dj.BC > AT/j.214C
5248 (2B Starter)
4875 (5A Starter)
4775 (2A Starter)


Meter Gained: 81% (2B Starter)
84% (5A Starter)
84.5% (2A Starter)
Meter Given (vs C-Moon): 24.3% (2B Starter)
25.2% (5A Starter)
25.3% (2A Starter)
This is his most basic bread and butter combo. It does the most damage when started with 2B and has to be used at close range. May have to omit 5B~B depending on your distance on the starter.
Normal starter, grounded opponent
  • (5A/2A) > 2B > 5B~B > 5C > 2C > 236A~delay 236B~236C > j.CB > dj.BC > AT/j.214C
5498 (2B starter)
5109 (5A Starter)
5009 (2A Starter)


Meter Gained: 84.5% (2B starter)
87.5% (5A Starter)
88% (2A Starter)
Meter Given (vs C-Moon): 25.3% (2B starter)
26.2% (5A Starter)
26.4% (2A Starter)
The standard BnB you should be trying to go for. Due to distance you may have to cut 5B~B out of the combo for 2C to connect. The delay on 236B is done to make sure 236C connects on certain characters such as Ryougi and Ciel.
Normal starter, grounded opponent
  • (5A/2A) > 2B > 5B~B > 5C > 2C > 236A~delay 236B~236C~delay 236C > delay j.CB > sdj.BC > AT/j.214C
5615 (2B starter)
5219 (5A Starter)
5119 (2A Starter)


Meter Gained: 89.5% (2B starter)
92.5% (5A Starter)
93% (2A Starter)
Meter Given (vs C-Moon): 26.8% (2B starter)
27.7% (5A Starter)
27.9% (2A Starter)
The most optimized universal BnB. It takes a bit of work to properly land. The final rekka extension can be added onto any rekka sequence. The final rekka extension is much easier at higher gravities, making it useful after long combos such as loops.
Normal starter, grounded opponent
  • (5A/2A) > 2B > 5B~B > 5C > 2C > 236A~delay 236B~delay 236C~delay 236C~236C
4975 (2B Starter)
4613 (5A Starter)
4513 (2A Starter)


Meter Gained: 58.5% (2B Starter)
61.5% (5A Starter)
62% (2A Starter)
Meter Given (vs C-Moon): 18.6% (2B Starter)
19.5% (5A Starter)
19.7% (2A Starter)
This is a full rekka combo that will throw the opponent into the corner. This can be used to create a heat opportunity or tech trap. You can cut out any rekka before 236C as well for faster routing into rekka ender to avoid things like burst. You can catch any tech using 2B. If they don't tech, you get a safejump using j.C.
Normal starter, grounded opponent, 100%/200% meter
  • (5A/2A) > 2B > 5B~B > 5C > 2C > 236A~delay 236B~delay 236C >delay tk.236C > sj8.C > dj.CB > AT/j.214C
5864 (2B Starter)
5435 (5A Starter)
5335 (2A Starter)


Meter Gained: -33.2% (2B Starter)
-30.2% (5A Starter)
-29.7% (2A Starter)
Meter Given (vs C-Moon): 32% (2B Starter)
32.9% (5A Starter)
33% (2A Starter)
Meter dump combo, can also be ended in j.214C for better oki from MAX. If performed in the corner the air combo should be performed as sj8.CB > dj.BC > AT. Good way to get the most out of your damage.
5B CH starter, grounded opponent
  • CH 5B~[B] > 2B > 5C > 2C > 236A~delay 236B~236C > j.CB > dj.BC > AT/j.214C
5864


Meter Gained: 84.5% Meter Given (vs C-Moon): 25.3%
High damaging combo from a counterhit 5B. This allows you to combo into 5B[B], pulling them back in to get more normals in even from a range. More common to have happen because of 5B's slow speed letting it stagger easy. Also effective at crushing low shield.
6C starter, crouching opponent, far range
  • 6C > 2C > 236A~delay 236B~236C> j.CB > dj.BC > AT/j.214C
4636


Meter Gained: 65.5% Meter Given (vs C-Moon): 19.6%
More common 6C hit 1-2 character lengths away. If you've already used 2C, you can go right into 236A.
6C starter, crouching opponent, close range
  • 6C > 2A > 2B > 5B~B > 5C > 2C > 236A~delay 236B~236C > j.CB > dj.BC > AT/j.214C
5737


Meter Gained: 98% Meter Given (vs C-Moon): 29.4%
Point blank 6C confirm with all normals available. You can cut out any normal you don't have available after 6C, since 6C combos into 236A.
214A [4] Midscreen starter
  • 214A [4], 66 5C > j.CB > dj.BC > AT
3702


Meter Gained: 40% Meter Given (vs C-Moon): 14.2%
This works from about the middle of the screen. It's possible to fit a 5A in before 5C for slightly higher damage and meter gain for increased effort.
214A [4] Near corner starter
  • 214A [4], 2C > 236A~delay 236B~236C > j.CB > dj.BC > AT/j.214C
4019


Meter Gained: 55.5% Meter Given (vs C-Moon): 18.8%
The highest damage pickup not counting loops from your wall slam follow-up. To get a feel for the spacing, jump behind your opponent in training mode from their starting space and 214A [4] from there, this position is nearly the max range.
Normal starter, grounded opponent
Works On: Everyone except Kouma
  • (2A) > 2B > 5B(~B) > 5C > 2C > (delay) 5A > 236A, 5A > 236A~delay 236B~236C~delay 236C > j.CB > dj.BC > AT/j.214C
5805 (2B Starter)
5302 (2A Starter)


Meter Gained: 99% (2B Starter)
102.5% (2A Starter)
Meter Given (vs C-Moon): 29.7% (2B Starter)
30.7% (2A Starter)
The nearly universal single rep 236A loop. Most characters require a delay for the first 5A, or else the first 236A will whiff. A couple of characters will make 5A whiff if you do 5B~B in the corner, use 5B in those situations instead. Replace all 5A's with 2A's and omit 5B~B on Necos, because 5A will whiff due to their small hurtbox, and 5B~B will push them out of range of your 2A.
Airborne CH starter
  • CH j.A/B/C, 5A > 5C > j.CB > dj.BC > AT
3329 (j.A Starter)
3631 (j.B Starter)
3851 (j.C Starter)


Meter Gained: 46% (j.A Starter)
49.5% (j.B Starter)
52% (j.C Starter)
Meter Given (vs C-Moon): 13.8% (j.A Starter)
14.8% (j.B Starter)
15.6% (j.C Starter)
Most basic air CH pickup. If you catch with 5A too high you may have to do (j.C > dj.CB > AT) for your air combo.
Airborne CH starter
  • CH j.A/B/C, 2C > 236A~delay 236B~236C > j.CB >dj.BC > AT/j.214C
3833 (j.A Starter)
4237 (j.B Starter)
4431 (j.C Starter)


Meter Gained: 58.5% (j.A Starter)
62% (j.B Starter)
64.5% (j.C Starter)
Meter Given (vs C-Moon): 17.5% (j.A Starter)
18.6% (j.B Starter)
19.3% (j.C Starter)
The common pickup you should try to aim for from any CH that launches the opponent. High damage for how basic it is.
Airborne CH starter
  • CH j.A/B/C, 6C, 2C > 236A~delay 236B~236C > j.CB > dj.BC > AT/j.214C
4207 (j.A Starter)
4606 (j.B Starter)
4826 (j.C Starter)


Meter Gained: 68.5% (j.A Starter)
72% (j.B Starter)
74.5% (j.C Starter)
Meter Given (vs C-Moon): 20.5% (j.A Starter)
21.6% (j.B Starter)
22.3% (j.C Starter)
Optimal universal air CH pickup. In most cases your air CH needs to happen while your falling to have enough time to land into 6C. Very high damage and sets up the chance to perform loops.
gAT starter
  • gAT, delay 5AA > 5C > j.CB > dj.BC > AT
3008


Meter Gained: 46% Meter Given (vs C-Moon): 13.8%
Basic gAT combo. Deals decent damage for how easy it is.
gAT starter
  • gAT, delay 5A > 236A~delay 236B~236C > j.CB > dj.BC > AT
3139


Meter Gained: 49% Meter Given (vs C-Moon): 14.7%
Optimal universal gAT combo. Grants more meter, damage, and corner carry.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 100%/200% meter
  • (5A/2A) > 2B > 5B~B > 5C > 2C > 236A~delay 236C > delay j.C > j.236C > sj8.BC > dj.CB > AT/j.214C
5905 (2B Starter)
5471 (5A Starter)
5371 (2A Starter)


Meter Gained: -27.7% (2B Starter)
-24.7% (5A Starter)
-24.2% (2A Starter)
Meter Given (vs C-Moon): 34.7% (2B Starter)
35.6% (5A Starter)
35.8% (2A Starter)
Corner exclusive rejump j.236C combo. It adds a small amount of damage over the normal j.236C launch combo but generates more meter.
214A [4] starter, cornered
  • 214A [4], delay 5AA > 5C > j.CB > dj.BC > AT
3788


Meter Gained: 46% Meter Given (vs C-Moon): 16%
This combo is performed while in the corner most often from 5D > 214A. Basic follow-up that allows you to take the corner for your own pressure and okizeme. Against Roa, you have to microwalk out of the corner to keep Roa in the corner.
214A [4] starter, cornered
  • 214A [4], delay 5A > 236A~delay 236B~236C > j.CB > dj.BC > AT/j.214C
3908


Meter Gained: 49% Meter Given (vs C-Moon): 16.9%
More optimal version of the above combo. Highest damage universal 214A [4] route from the corner. Against Roa, you have to microwalk out of the corner to keep Roa in the corner.

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
MBCKouma5A.png
Damage Red Damage Proration Cancel Guard
400 196 70% (O) -SE-, -N-, -SP-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
5 4 8 0 3.0% -

Pretty good poke, all things considered. Hits crouchers, works well in stagger pressure, and is a good followup after EX shield.

5B
5B
5B~B/[B]
MBCKouma5B.png
5B
5B
MBCKouma5BB.png
5B~B
5B~B
MBCKouma5BXB.png
5B~[B]
5B~[B]
5B Damage Red Damage Proration Cancel Guard
600 441 85% (O) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 4 17 -6 6.0% -

A slow, but far reaching normal with decent horizontal disjoint mostly used in combos or pressure, but can be used to good effect as a meaty, as at the range at which air throw ender puts you, this will avoid heat setups, as well as blow up low shield. Because it has a followup, you can punish dodge as well.

~B Damage Red Damage Proration Cancel Guard
700 441 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 6 14 -5 7.0% -

Used in pressure to catch people expecting 5B~[B], as well as punishing dodges and backdashes if close enough (the latter is usually only worthwhile if said backdash isn't airborne, due to Kouma's lackluster confirms off an airborne 5B hit). Can be half charged.

~[B] Damage Red Damage Proration Cancel Guard
700 441 100% N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
23 6 14 -5 7.0% -

Pulls the opponent toward you on block or hit, allowing pressure to continue if uncontested. Has a 9 frame gap meaning the opponent can potentially mash out with faster normals if they respond quickly enough.

5C
MBCKouma5C.png
Damage Red Damage Proration Cancel Guard
900 784 90% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 4 21 -7 9.0% -

As fast as 5B, but a bit higher reaching, so should be used instead in neutral.

Crouching Normals

2A
MBCKouma2A.png
Damage Red Damage Proration Cancel Guard
300 196 70% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 4 8 0 3.5% -

Fairly standard 2A. Hits low. Use in pressure to condition against escape attempts that require not holding down, such as any special move, backdash, or jump.

2B
MBCKouma2B.png
Damage Red Damage Proration Cancel Guard
600 392 85% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
9 6 9 0 7.0% -

Reach isn't the greatest but a useful pressure tool thanks to being 0 on block, moving you forward, and even keeping you just barely in range for a command grab when blocked at point blank. Hits low, and is generally your best starter. Used to beat standing shield and set up a 50/50 in the corner on some characters when followed with 214a on block. Keeps a low profile and moves you forward, so can be good for last-second repositioning to beat a jump in.

2C
MBCKouma2C.png
Damage Red Damage Proration Cancel Guard
950 568 65% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
10 3 14 1 9.5% -

A very strong sweep. With "only" 9 frames of startup and a decently large hitbox, dashing 2C will catch many grounded opponents off guard. Keeps a low profile and moves you forward, so can be good for last-second repositioning to beat a jump in.

Aerial Normals

j.A
MBCKoumajA.png
Damage Red Damage Proration Cancel Guard
300 147 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
5 4 10 - 3.0% -

Standard j.A, used to snipe slower moves out of startup for a counter hit.

j.B
MBCKoumajB.png
Damage Red Damage Proration Cancel Guard
650 441 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 6 - - 6.5% -

A deceptively strong tool in neutral game. Works well beating out other air options due to its 6 active frames, and functions well in an IAD.

j.C
MBCKoumajC.png
Damage Red Damage Proration Cancel Guard
900 588 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
11 5 - - 9.0% -

Your biggest, slowest, hardest hitting air normal. Has good downward reach.

Command Normals

6C
MBCKouma6C.png
Damage Red Damage Proration Cancel Guard
1000 784 65% (M) N, SP, EX, (J) HA
First Active Active Recovery Frame Adv Circuit Invuln
28 5 16 -4 10.0% -

A very telegraphed overhead, but strong nonetheless. Can be cancelled into normals on block or hit, allowing a full combo or continuing pressure after. Your best pickup for OTG and air counter hits.

Universal Mechanics

Ground Throw
MBCKoumaThrow.png
Damage Red Damage Proration Cancel Guard
1300 784 70% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Despite the fact that Kouma has access to a command grab, this is still really strong. Ground techable, but you can punish any tech from anywhere onscreen with dash 2C into your combo, and you can sometimes punish no tech with 6C OTG (Some characters are too short to be hit where they land, but of these, many can be hit by microwalking before 6C).

Air Throw
Air Throw
j.6/4A+D
MBCKoumaThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 588 30% - U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

Decent air ender, allows for 5B or 2C meaty without moving or 5A/2A meaty after a dash forward. Ground bounces the opponent when done raw.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCKoumaShieldBunker.png
Bunker Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 196 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0%/-50.0% Strike 1-7

A fairly standard shield bunker.

Heat
Heat
A+B+C
MBCKoumaHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
16 2 25 - -100.0% (min) Full 1-17

Despite having many metered reversal options, heat remains a staple, as its lack of super flash makes reacting to it much more difficult.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCKoumaCircuitSpark.png
MBCKoumaCircuitSparkAir.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.


Special Moves

Grounded Specials

236X
Buza Palm
236A/B/C (No EX)
(236A~236B~236C~236C~236C)
MBCKouma236A.png
A
A
MBCKouma236B.png
B
B
MBCKouma236C1.png
C
C
MBCKouma236C2.png
~236C 1
~236C 1
MBCKouma236C3.png
~236C 2
~236C 2
A Damage Red Damage Proration Cancel Guard
500 392 70% (O) -CH-, -EX- L
First Active Active Recovery Frame Adv Circuit Invuln
15 4 15 -1 3.5% Super Armor 4-11

This is probably Kouma's most useful rekka. It is used in his standard combo and can be used as a stagger in strings. There is super armor on the startup of this version so if timed correctly, it can be used to poke out of moves or setups that have short active frames, like F-Akiha's flame pillars. When used in a string, this rekka is best used at the end of your string since it can go from -1 to +3 on block depending of the distance, leaving Kouma open to do more mixup options.

B Damage Red Damage Proration Cancel Guard
800 392 70% (O) -CH-, -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
11 3 21 -9 3.5% -

Used in combos, or staggered after 236A

C Damage Red Damage Proration Cancel Guard
800 490 70% (O) -CH- LH
First Active Active Recovery Frame Adv Circuit Invuln
11 4 20 -6 8.0% -
~236C (1) Damage Red Damage Proration Cancel Guard
500 294 65% (O) (CH) LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 4 22 -8 5.0% -
~236C (2) Damage Red Damage Proration Cancel Guard
2100 - - - U
First Active Active Recovery Frame Adv Circuit Invuln
- - - - 0.0% -

This isn't an EX, just a third rekka. It can be input two additional times for (respectively) an upward reaching air-blockable hit and an air grab. Notably, even if the second 236C is blocked, the air grab can (and typically will) still work. The grab throws the opponent full screen with a techable knockdown that can be punished at all ranges, so is best not teched at all. As such you can sometimes get a heat off. If your opponent knows this, however, they might tech in scenarios where they expect your heat, so opting not to heat and instead waiting to punish a tech can lead to big damage.

623X
MBCKouma623A.png
A
A
MBCKouma623B.png
MBCKouma623BX.png
B
B
MBCKouma623C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
800 490 70% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
9 8 13 -3 10.0% -

A subpar launcher, but one of your better anti-airs and anti-approach tools. Will trade or beat cleanly many approach options due to its 8 active frames and good hitbox, though will lose to any move with a low profile. Useful as a launcher in specific matchups where getting off the ground quickly is necessary (e.g. Nero).

B Damage Red Damage Proration Cancel Guard
400*2, 800 (1400) (1027) 100% -CH- L, LH
First Active Active Recovery Frame Adv Circuit Invuln
6 6 (6) 3 35 -29 3.0%*2, 8.0% (14.0%) High 1-5
~236X Damage Red Damage Proration Cancel Guard
600 (1877) (1417) 80% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 2 - - 6.0% (20.0%) -

A very unsafe multi-hit DP. The move starts with a bit of upper-body invulnerability, but is not a good or reliable anti-air. Inputting 236X afterwards does a followup kick that causes a techable ground bounce. Can be used sparingly to catch fleeing opponents, as it remains air unblockable until the followup. Interestingly, the first hit is low.

EX Damage Red Damage Proration Cancel Guard
800*2, 400*6 (3270) (2824) 100% - LH (2), LHA (4)
First Active Active Recovery Frame Adv Circuit Invuln
4+3 6 (2) 13 36 -24 -100.0% Full 1-11

A very situational reversal. Air unblockable for the first few hits, so can be used in matchups where the opponent hangs in the air on your wakeup (e.g. C-Roa).

214X
MBCKouma214A.png
A
A
MBCKouma214B.png
B
B
MBCKouma214AB2.png
~2
~2
MBCKouma214AB4.png
~4
~4
MBCKouma214AB236C.png
~236C
~236C
MBCKouma214C.png
EX
EX
A
~2/4
Damage Red Damage Proration Cancel Guard
2000
2200/2700
1470
980/1470
100%
100%/25%
(CH) U
First Active Active Recovery Frame Adv Circuit Invuln
4 1 27 - 0.0% -

The most important tool in your kit. A very fast command grab with a very easy input means this move can be done very quickly. Applications include in close stagger pressure, after a reset, and after a held shield. After a successful grab, you can hold 2, 4, or input 236/623C for different followups. Doing none causes the enemy to be dropped at Kouma's feet with plenty of time to set up. Holding 2 causes Kouma to throw the enemy to the ground on his opposite side, dealing more damage but switching side and reducing the amount of time the enemy takes to recover. Holding 4 will cause Kouma to throw the enemy backwards, hitting the wall if close enough, and is comboable.

B
~2/4
Damage Red Damage Proration Cancel Guard
2000
2200/2700
1470
980/1470
100%
100%/25%
(CH) U
First Active Active Recovery Frame Adv Circuit Invuln
29 1 14 - 0.0% -

A command grab with much larger but far more telegraphed. Generally better to avoid, though can be easier in some setups due to the startup time, meaning there is no need to stagger instead of cancelling any normal immediately. Like the A version, after a successful grab, you can input a followup.

A/B~623C
A/B~236C
Damage Red Damage Proration Cancel Guard
3000 2164 100% - -
First Active Active Recovery Frame Adv Circuit Invuln
- - - - -100.0% -

The highest damage followup after 214A/B if you're not close enough to the corner to combo after 214A/B~4, generally used to ensure a kill. Either 623C or 236C can be used to the same effect.

EX Damage Red Damage Proration Cancel Guard
3200 (2254) 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
6+7 1 36 - -100.0% Full 1-12

A reversal EX command grab. Can be jumped on reaction, but has full body invulnerability until after the grab, so it is used best while being pressured by a grounded opponent or on wakeup.

22X
Plated God
22A/B/C
MBCKouma22A.png
A
A
MBCKouma22B.png
B
B
MBCKouma22C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
1000 735 75% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
9 4 32 -8 8.0% Reflect 9-13
Super Armor 6-22

A decent armored anti-air that launches on hit. Can only be confirmed on counter hit. Has projectile reflection properties. Its strangely shaped hitbox makes it good for beating out moves with low hurtboxes or generally catching any airborne opponent not already directly over you.

B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 58 - - Full 6-25
Super Armor 26-37

Looks similar to 22A, but has no hitbox. Instead, Kouma dashes forward after a delay with a decent amount of invulnerability and armor. Used in specific matchups to safely close distance (e.g. C-Roa).

EX Damage Red Damage Proration Cancel Guard
1000 588 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8+12 2 26 -10 -100.0% Full 1-8
Reflect 9-32
Super Armor 9-157

Similar to 22A, but with key differences. Notably, has some startup invulnerability immediately followed by super armor that lasts until a couple seconds after the move ends, persisting through Kouma's other actions. The hitbox of the move itself is larger, though air blockable. Similarly, it can only be confirmed on a counter hit. Can be thrown before active frames on reaction to super flash. Key points of how armor functions are very helpful in understanding the applications of this move: Any time Kouma is hit, he will continue to do whatever he was doing after a short delay. This can cause Kouma to become stun-locked, but unlike in a combo, there is no push-back for the attacker. Additionally, these hits can be cancelled as normal, so an opponent that hits the armor at the start of this move can avoid being counter-hit by it simply by jump cancelling, as it is air blockable. Despite this, when used appropriately, it can be an extremely powerful tool that discourages opponents from contesting you, allowing more opportunities for command grabs during the period of armor after its use.

Aerial Specials

j.236X
MBCKoumaj236AB.png
A/B
A/B
MBCKouma623BX.png
MBCKoumaj236C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
800 588 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 3 - -9 (TK) 8.0% -

A single hit air kick that can be followed up. Generally not used in favor of j.236B.

B Damage Red Damage Proration Cancel Guard
500, 700 (1096) (809) 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 5 - -9 (TK) 5.0%, 6.0% (11.0%) -

Similar to j.236A, but starts up faster with 2 hits instead of 1. Used as a meterless high-damage ender and for particular traps in the corner.

~236X Damage Red Damage Proration Cancel Guard
600 - 80% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 2 - - 6.0% -

This followup to j.236A/B causes Kouma to kick the opponent down, causing a techable ground bounce. Should the opponent not ground tech, this can lead to a high damage grounded followup. Should the opponent tech, depending on spacing and the direction of the tech, they can be punished. An opponent that techs forward out of the corner can be punished if this move is spaced such that Kouma lands close enough to the location of the opponent that he is within range of his A normals. An opponent that techs backward into the corner can be punished similarly if Kouma is near enough to use A normals. An opponent that neutral techs can always block anything you can throw at them, but can be command grabbed if they choose to block instead of jumping.

EX Damage Red Damage Proration Cancel Guard
300, 600, 350*5 (1749) (1413) 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+2 2 (2) 13 - 18 (min. height, all hits blocked)
(TK)
-100.0% Strike 1-10

Your most reliable high damage combo ender in addition to an incredibly useful pressure tool, anti-air, and abare option when TK'd. Also surprisingly strong as an in-air reversal, especially in guard break scenarios that have a gap. Notably not a good tool against tick air throw setups, as it isn't throw invulnerable.

j.214X
Flaming Comet
j.214A/B/C
MBCKoumaj214AB.png
A/B
A/B
MBCKoumaj214C.png
EX
EX
A Damage Red Damage Proration Cancel Guard
1000 784 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 X 14 3 (TK) 10.0% -

A very strong divekick. The landing recovery can be EX cancelled, allowing Kouma to punish his opponent for attempting to punish if whiffed or blocked far from the ground. Ranges from unsafe if chicken blocked or Ex-Guarded high up on tall characters to plus when connecting on block just before Kouma reaches the ground.

B Damage Red Damage Proration Cancel Guard
1000 784 100% EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 X 21 -7 (TK) 10.0% -

Slower to start up and recover on landing, but Kouma bounces off and retains his air options after this is blocked, allowing pressure start after an air dash or similar gap closer. Recovery on landing ```NOT``` EX cancellable.

EX (Whiff) Damage Red Damage Proration Cancel Guard
600, 1900 (1895) (1625) 80% (M) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
2+9 2 - -3 (TK) -100.0% -

Not a divekick. A 2-hit combo ender that gives decent knockdown with better damage than a plain air throw, but requires good spacing to ensure the second hit doesn't whiff.

j.22X
Plated God (Air)
j.22A/B/C (No EX)
MBCKoumaj22A.png
A
A
MBCKoumaj22B.png
B
B
MBCKoumaj22C.png
C
C
A Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 38 - - -

A command airdash that leaves you open for a bit on landing. Not often used outside of particular matchups that require you to stagger your landing (e.g. C-Roa).

B Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 38 - - -

A longer command airdash that leaves you open for a bit on landing. Not often used outside of particular matchups that require you to stagger your landing (e.g. C-Roa).

C Damage Red Damage Proration Cancel Guard
- - - - -
First Active Active Recovery Frame Adv Circuit Invuln
- - 10 - - -

A move that feints the command airdash, but cancels Kouma's momentum and allows him to fall straight down. Leaves you open for a bit on landing.

Arc Drive

Unicorn - Jambu in Flames
41236C during Max/Heat
MBCKoumaAD.png
MBCKoumaADAAD.png
(Grab)
(Hit)
Damage Red Damage Proration Cancel Guard
900*10, 1200 (4017)
2500
(2458)
(2058)
50%
80%
- U
LHA
First Active Active Recovery Frame Adv Circuit Invuln
5+1 1 (3) 8 43 -21 removes all Full 1-10

A command grab. Not jumpable on reaction to super flash. If the grab whiffs, has an air blockable strike hitbox. Both will whiff an opponent already in hitstun, so it cannot be used in combos.

Another Arc Drive

MBCKoumaAAD.png
MBCKoumaADAAD.png
(Grab)
(Hit)
Damage Red Damage Proration Cancel Guard
16600 (5518)
3200
(4136)
(2524)
50%
80%
- U
LHA
First Active Active Recovery Frame Adv Circuit Invuln
5+1 2 (2) 12 26 -21 removes all Full 1-10

Longer reach, better damage, and can be comboed into, even grabbing airborne enemies so long as they are in hitstun.

Last Arc

Yama's Judgement
Aerial EX Shield during Blood Heat
MBCKoumaLA.png
Damage Red Damage Proration Cancel Guard
1200*7, 1300 (base) - 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
- - - - removes all Full

A Last Arc that activates only in the air. Generally one of the more difficult to avoid.



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