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 memes in captions, 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
C-Kouma basics
C-kouma Left/Right mix ups

Players to watch/ask

JP:


NA/EU/SA:

Overview

Strengths / Weaknesses
Strengths
  • Large health pool
  • High damage
  • Diverse metered reversals
  • Good mixups
Weaknesses
  • Mediocre Pressure
  • Bad neutral
  • Slow B & C normals
  • Inconsistent hitbox placement on his normals and specials
  • Bad anti-air
  • Poor mid-screen oki

C-Kouma is the version of Kouma that trades away many of full moon's useful tools in exchange for higher damage. 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 does best playing the neutral game as little as possible due to his slow and stubby normals. Rather than having large hitboxes, C-Kouma lurches forward a bit when he attacks to pick up some of the slack of his otherwise pretty abysmal range. His 5A and 2A are relatively fast at 5 frames, having averagely sized hitboxes and a decent amount of active frames, but have rather large hurtboxes, making them risky to poke with in neutral because of their tendency to get counter hit. His 5B and 5C normals are among the slowest of their kind in the game (active on frame 11), and have relatively poor hitbox and hurtbox placement to boot, making them rather unfit 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. His backdash leaves something to be desired, having a fair bit of end lag, making it extremely unsafe to use when not actually dodging a hit. He lacks the superior H and F moon 2B, and uses 623A and 22 to anti-air, primarily. Both cover the area above and in front of Kouma, however, so be careful of opponents looking to jump over you. Despite lacking safe or reliable anti-air options, C-Kouma has good enough air-to-airs due to his ability to retain air options after recovering from an air normal, and his quite powerful air specials. His divekicks can keep opponents in check from a safe distance, and j.236C can beat out all but the strongest anti-airs and guard crushes.

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 - delay the hits between your moves to make your opponent unsure if you intend to continue pressure, dash back in to close distance, attempt a command throw, or punish an escape attempt. 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. 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, though both push you out a considerable distance. Staggering your rekka series can be rather effective at catching jump or mash attempts, though they are all shieldable standing, so predictability remains a risk. 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.

Okizeme


Defense

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
Normal starter, grounded opponent, - ???
Meter Gained: ??? Meter Given (vs C-Moon): ???
-

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • (2A)/(5A) > 2B > 5B~B > 5C > 2C > 236A~236C > j.BC > dj.BC > AT
5245 (2B Starter)
4869 (5A Starter)
4769 (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 2A/5A depending on your distance on the starter.
Normal starter, grounded opponent
  • 5B > 5C > 2C > 236A~236B > j.BC > dj.BC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
You will need to use this BnB sometimes if the opponent isn't close to you, it still does around 4k damage which is excellent.
Normal starter, grounded opponent
  • 2A > 2B > 5B~B > 5C > 2C > 236A~236C~236C~236C
4700 (2B Starter)
4352 (5A Starter)
4252 (2A Starter)
Meter Gained: 55 (2B Starter)
58 (5A Starter)
58.5 (2A Starter)
Meter Given (vs C-Moon): 17.6 (2B Starter)
18.5 (5A Starter)
18.6 (2A Starter)
This is a full rekka combo that will throw the opponent into the corner. Use this if you want to back your opponent to the corner, though they can tech out of it so watch out for that.
Normal starter, grounded opponent
  • 2A > 5B > 5C > 2C > 5A > 236A, 5A > 2C, 5A > 2C > 236A~236B~236C > j.BC > dj.BC > AT
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Highly damaging combo with good carry, but linking 5A and 2C repeatedly is very tight. Can also be ended with 2C > 6C for either greater mixups or to safely activate Heat.
Normal starter, grounded opponent, 100% meter
  • (2A)/(5A) > 2B > 5B~B > 5C > 2C > 236A~236C > j.BC > dj.BC > j.214C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
This will do a little more damage and also put them in the corner with a faster, harder knockdown.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, - ???
Meter Gained: ??? Meter Given (vs C-Moon): ???
-


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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
400 196 70% (O) 3.0% -SE-, -N-, -SP-, -EX-, (J) LH 4 4 8 0 -

This is what you use to check people and make them block, which Kouma needs to win. If there was a move I could take from this game and apply to my everyday life, it would be this one. Cashier gave you wrong change? Chop them, etc. This move, like 2A, is active on frame 5 for 4 frames but its hitbox is far better suited for rushing someone down. Its hurtbox is horizontal and towards the middle of other characters hitboxes, dashing up and using this move is something that will punish mashing and jump outs, hell, it will even beat none invulnerable supers if timed correctly. You want to spam this on someones wakeup if you are looking to get them to block and then promptly, punish them for blocking with Kouma's command grabs.

5B
5B
5B~B/[B]
MBCKouma5B.png
5B
MBCKouma5BB.png
5B~B
MBCKouma5BXB.png
5B~[B]
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5B 600 441 85% (O) 6.0% N, SP, -CH-, EX, (J) LH 10 4 17 -6 -

Kouma got lazy on this move. This is a slow 5B active on frame 11 (yuck) and its duration is 4 frames. You probably think this is a bad move but its still Kouma's 5B with the gawdlike hitbox. Infact its so slow that you can use it in a backdash punishing option select 5A > 5B and it will hit them on the ground. (The other moons will come out too fast and put them in a juggle state thats not as good.). You will need to use this move right away from 5A or it will not link into the combo.

~B 700 441 100% 7.0% N, SP, EX, (J) LH 9 6 14 -5 -

The followup. Seems to be combo filler.

~[B] 700 441 100% 7.0% N, SP, EX, (J) LH 22 6 14 -5 -

The held version pulls the opponent back toward you.

5C
MBCKouma5C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900 784 90% (O) 9.0% N, SP, EX, (J) LH 10 4 21 -7 -

This move is good. Its hitbox is shaped in a weird way that can hit someone airdashing at you. It's as fast as 5B.


Crouching Normals

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

This is Kouma's standard defensive poke. I say defensive because 5A is more useful offensively. Active on frame 5 for 4 frames. Not the fastest 2A, decent though. It's a lower, close to the ground hurtbox.

2B
MBCKouma2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 392 85% (O) 7.0% N, SP, EX, (J) L 8 6 9 0 -

Don't hate, appreciate. So what if you no longer have the best anti air in the game? This move is used for other things now. This move is relatively fast by becoming active on frame 9 and its duration is... get this... 6 frames. Why is that a big deal? Well, this move hits low, you can use it when you dash up and it will hit people using standing shield into Kouma's most damaging 5k+ bnb. The hitbox on this is bigger than it looks as well.

2C
MBCKouma2C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
950 568 65% (O) 9.5% N, SP, EX, (J) L 9 3 14 1 -

This is an excellent stagger, you can put this after a string for a hard knockdown or if you are fast enough, to straight combo it into rekkas.


Aerial Normals

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

It's a jumping A, his fastest jumping anti air. Used to quickly counter-hit someone out of something or just catch them in the air and airthrow them afterwards. The hitbox is a little strange, but it's fast.

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

I like this as his main jumping anti air because the hitbox is good, it's fast, and on counter-hit it's very easy to capitalize on, you can even IAD with this move if you dont feel like using j.C.

j.C
MBCKoumajC.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900 588 90% (O) 9.0% N, SP, EX, J HA 10 5 - - -

This smacks people right in the face with its downward hitbox, perfect as the offensive air move to be used after strings or to punish.

Command Normals

6C
MBCKouma6C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 784 65% (M) 10.0% N, SP, EX, (J) HA 27 5 16 -4 -

This smacks people right in the face with its downward hitbox, perfect as the offensive air move to be used after strings or to punish.


Universal Mechanics

Ground Throw
MBCKoumaThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1300 784 70% 0.0% - U 2 1 20 - -

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 Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 588 30% 0.0% - U 1 1 12 - -

Decent air ender, allows for dash 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
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Bunker 500 196 50% 0.0%
(-50.0% in blockstun)
- LHA 25 4 19 -5 Clash 1-10
(Clash) 500 196 50% 0.0%/-50.0% - LHA 7 4 19 -5 Strike 1-7

A fairly standard shield bunker.

Heat
Heat
A+B+C
MBCKoumaHeat.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
100 0 100% -100.0% (min) - U 15 2 25 - Full 1-17

Kouma is a big guy but his hitbox on heat activation is not terribly large.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCKoumaCircuitSpark.png
MBCKoumaCircuitSparkAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 100 0 100% removes all - U 10 10 20 - Full 1-39
Air 100 0 100% removes all - U 11 10 15 - 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
MBCKouma236B.png
B
MBCKouma236C1.png
C
MBCKouma236C2.png
~236C 1
MBCKouma236C3.png
~236C 2
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 500 392 70% (O) 3.5% -CH-, -EX- L 14 4 15 -1 Super Armor 4-11
  • These are Kouma's rekkas. They are used for combos and strings.

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 800 392 70% (O) 3.5% -CH-, -EX- LH 10 3 21 -9 -

There isn't much use for this rekka. It can be used to make character specific combos easier since it hits opponents higher to line up his j.B so that it doesn't whiff, but it does about 100 less overall combo damage (I.E. Wlen). It CAN be used to anti air but there are far better options.

C 800 490 70% (O) 8.0% -CH- LH 10 4 20 -6 -
~236C (1) 500 294 65% (O) 5.0% (CH) LHA 11 4 22 -8 -
~236C (2) 2100 - - 0.0% - U - - - - -

This isn't an EX, its more of a C version of rekka that costs no meter. This is a very good rekka. You want to use this in your combo to maximize damage and it will generally make his air portion of his combo easy on most characters. This rekka has 3 parts to it, it has an initial elbow rekka, a followup upper grab rekka similiar to his F-moon's 623 series, and then a grab that if connects will throw the opponent across the screen to the corner. You will only be using the first part of the 236 in combos because the next part of it moves Kouma forward a great deal and will generally whiff if not timed correctly. The second part of the rekka is combo-able with a delayed timing on the 236a and this will put the opponent in the corner if followed up with the last grab portion, however, it is tech able once the opponent lands in the corner. This rekka can used in strings to catch opponents who are jumping out, but the motion must be done quickly and spaced correctly for it to work (I.E. using 236C after 236A cancel). Note that even if the opponent jump blocks this, they will still get grabbed by the last part of the chain, and then promptly tossed into the dumpster. This rekka is a hard neutral game Anti-Air to master but if your yomi is strong enough, your fingers fast enough and your spacing is godlike enough you can actually get all three motions out and then hit them with the last grab portion of the rekka for some big swag. Plus it just looks cool as hell.

623X
MBCKouma623A.png
A
MBCKouma623B.png
MBCKouma623BX.png
B
MBCKouma623C.png
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 800 490 70% (O) 10.0% -EX- LH 8 8 13 -3 -
  • Kouma's DP series, not much to say about these moves.

This is probably his best version of this series. The "football punt" as I like to call it, is actually a really good special. In terms of hurtboxes this move is actually a better anti air than the other moon's 2B, but it has start up that requires good timing and has a far bigger hitbox so it's pretty punishable on whiff. It's more risky than 2B but the hurtbox is technically better and it can be followed up with a full rekka BnB if it counter-hits an airborne opponent. Plus it looks awesome.

B 400*2, 800 (1400) (1027) 100% 3.0%*2, 8.0% (14.0%) -CH- L, LH 5 6 (6) 3 35 -29 High 1-5
~236X 600 (1877) (1417) 80% (M) 6.0% (20.0%) - LHA 13 2 - - -

This move is a pretty cool guy. It launches Kouma at a 45 degree angle and then he does his 623A kick in the air. This move is probably one of his most unsafe moves to use, I like to call it "going for the gold" because if it whiffs you get punished hard but it can counter hit annoying characters who fly higher up in the screen and then be followed up with a combo. It's a pretty fast special though so alot of the time the opponent cant punish it fast enough. It can be followed up with another 236X motion to knockdown the opponent into a tech-able knockdown. I wouldn't use this in combos since it is techable.

EX 800*2, 400*6 (3270) (2824) 100% -100.0% - LH (2), LHA (4) 3+2 6 (2) 13 36 -24 Full 1-11

If you had the meter to use this move, it should probably be used for other things. This makes Kouma do a super 623B that has a hurtbox for the whole duration and is an okay escape option. It probably shouldnt be used as an escape since if you needed one you should Heat instead. It can be used in combos but the damage isn't worth the meter cost.

214X
MBCKouma214A.png
A
MBCKouma214B.png
B
MBCKouma214AB2.png
~2
MBCKouma214AB4.png
~4
MBCKouma214AB236C.png
~236C
MBCKouma214C.png
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A
~2/4
2000
2200/2700
1470
980/1470
100%
100%/25%
0.0% (CH) U 3 1 27 - -
  • This is why people are afraid to block vs Kouma, it's the godlike command throw series folks.

Whenever you see someone waking up and mashing its either one of two things. They live in America or they are scared of this command grab. This grab is very fast (faster than a 5A) and does variable damage. It does decent damage and gives you the mixup option if you do nothing after it grabs, it does a little more damage if you push down after it grabs and throws the opponent behind kouma in a hard knockdown (useful if you want to throw them back in the corner). If you use the back throw with Kouma facing away from the corner, kouma will throw the opponent behind him with all the good damage and then you can even follow it up into a combo or hard knockdown. This grab is so good you can literally walk up to an opponent hit 5A, wait half a second and then input this grab and it will grab the opponent (A legit setup btw, try it). This move is active on frame 4 and 5A is active on frame 5.

B
~2/4
2000
2200/2700
1470
980/1470
100%
100%/25%
0.0% (CH) U 28 1 14 - -

This is pretty much the same as Kouma's A version command grab but instead of becoming active very quickly, this move delays the actual grab for a good duration. This is actually a useful thing because it can be used without any special timing after a string aslong as its spaced right, and will grab an opponent unless they are quick to punish it (I.E. 5AA > 214B ). I would put this into your mixup game to encourage your opponent to mash your strings out so you can punish them for it. The range on this grab is much larger as well.

A/B~236C 3000 2164 100% -100.0% - - - - - - -

This is the "I want to kill this guy now" grab followup that does a lot of damage and throws the opponent across the screen and destroys your mixup options.

EX 3200 (2254) 100% -100.0% - U 5+6 1 36 - Full 1-12

This move is different from the other EX grabs in Kouma's other moons. It doesn't hit right away post flash like the others do (don't drop him yet, let me finish) but its hurtbox is huge. It's so huge that it can be used to punish the opponent's normals on reaction. (Like after using 236A, waiting for your opponent to do something, then using this move.). It can be used to grab opponents in their strings from a good distance aswell, a sort of defensive EX grab if that makes sense.

22X
Plated God
22A/B/C
MBCKouma22A.png
A
MBCKouma22B.png
B
MBCKouma22C.png
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 735 75% (O) 8.0% - LH 8 4 32 -8 Reflect 9-13
Super Armor 6-22
  • His reflect series. Used as a defensive option.

This move is interesting and can be used with good results. You can use this move on wakeup to get someone off of you (as long as they don't see it coming and bait it) It gives Kouma some super armor and puts a hurtbox around him for a moment. If it counterhits someone, if you are fast enough, you can dash and combo them into a knockdown. This move also reflects projectiles (hard to time though), and launches someone off the ground in an OTG. I have yet to find something to follow it up with.

B - - - - - - - - 58 - Full 6-25
Super Armor 26-37

This move feints the A version and instead makes Kouma do a fast long dash. Very risky to use since it doesn't hit the opponent.

EX 1000 588 100% -100.0% - LHA 7+11 2 26 -10 Full 1-8
Reflect 9-32
Super Armor 9-157

This is probably your most reliable defensive option, and costs 100 meter. Kouma does his 22A, except it has a massive projectile-reflecting area and hits anything around him if not blocked. Can be followed up with an air combo if you counter-hit with it. You want to use this move to get the excellent amount of super armor frames it gives and get an offensive or defensive advantage. People will usually run from you when you use this move because, well, its super armor.

Aerial Specials

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

An aerial version of his 623 specials.

B 500, 700 (1096) (809) 100% 5.0%, 6.0% (11.0%) -CH- LHA 7 5 - -9 (TK) -

B version, a bit faster than A and hits twice.

~236X 600 - 80% (M) 6.0% - LHA 13 2 - - -

Followup similar to 623B.

EX 300, 600, 350*5 (1749) (1413) 70% (O) -100.0% - LHA 2+1 2 (2) 13 - 18 (vs Stand)
10 (vs Crouch)
(TK)
Full 1-10

Now with invincibility frames.

j.214X
Flaming Comet
j.214A/B/C
MBCKoumaj214AB.png
A/B
MBCKoumaj214C.png
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 784 70% (O) 10.0% - LHA 12 X 14 3 (TK) -

Divekick series.

B 1000 784 100% 10.0% EX, J LHA 14 X 21 -7 (TK) -

Becomes jump and EX cancellable on block.

EX (Whiff) 600, 1900 (1895) (1625) 80% (M) -100.0% - LHA 1+8 2 - -3 (TK) -

Has an automatic followup on hit/block, doesn't hit crouchers by TK-ing.

j.22X
Plated God (Air)
j.22A/B/C (No EX)
MBCKoumaj22A.png
A
MBCKoumaj22B.png
B
MBCKoumaj22C.png
C
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A - - - - - - - - 38 - -
  • These specials are used to gain air momentum and other things.

Shoots Kouma forward at about the distance of a normal IAD. Not much use here.

B - - - - - - - - 38 - -

Shoots Kouma about 3/4 the screen, good if you want to get away from something and happen to be in the air.

C - - - - - - - - 10 - -

Not a super. This one is interesting. It doesn't shoot Kouma forward at all, it actually just makes Kouma fall straight to the ground with very little delay to do something else. A gimmick in terms of mixup options, because you can tk this move and then do a quick command grab before the opponent knows whats going on.


Arc Drive

Unicorn - Jambu in Flames
41236C during Max/Heat
MBCKoumaAD.png
MBCKoumaADAAD.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
(Grab)
(Hit)
900*10, 1200 (4017)
2500
(2458)
(2058)
50%
80%
removes all - U
LHA
4+0 1 (3) 8 43 -21 Full 1-10

An instant grab, does more damage in blood heat.

Another Arc Drive

MBCKoumaAAD.png
MBCKoumaADAAD.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
(Grab)
(Hit)
16600 (5518)
3200
(4136)
(2524)
50%
80%
removes all - U
LHA
4+0 2 (2) 12 26 -21 Full 1-10

Does more damage than other AD.


Last Arc

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

Air Shield LA. Not really practically, but it does okay damage and looks pretty cool I guess.



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