Melty Blood/MBAACC/Kouma Kishima/Full 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 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.
  • Additional Ressources/Players to watch/ask
    • (Add any external links to ressources such as video guides or articles.)
    • If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
  • Overview/General Gameplan:
    • Add a short summary of this character with a list of strengths and weaknesses
    • Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.


Additional Resources

F-Kouma Match Video Database
F-Kouma Essentials

Players to watch/ask

JP:

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NA:

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Overview

Strengths / Weaknesses
Strengths
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Weaknesses
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General Gameplan

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Neutral

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Pressure

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Okizeme

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Defense

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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.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent.
  • 5B > 2B > 2C > 6C > delay 623A
3496
Meter Gained: 31.5% Meter Given (vs C-Moon): 11.6%
Simplified BnB.
Normal starter, grounded opponent.
  • 5B > 2B > 2C > 6C > j.[C] > dj.[C] > land, delay 623A
4257
Meter Gained: 53.2% Meter Given (vs C-Moon): 18.8%
Basic BnB.
Normal starter, grounded opponent
  • (2A >) 5B > 2B > 2C > delay 236B~236B~delay 236[C], 2A > 5A > 5C > 623A
4355
Meter Gained: 57.1% Meter Given (vs C-Moon): 20.1%
Rekka BnB. Adding more hits at the beginning will make you require to delay less before 236[C].
Normal starter, grounded opponent
  • 5B > 2B > 2C > delay 236B~236B~delay 236[C], 5A > 6C > j.[C] > dj.[C] > delay 623A
4855
Meter Gained: 73.9% Meter Given (vs C-Moon): 25.7%
Advanced BNB. Best damage, meter gain and corner carry. Not worth going for from higher scaled starters as the gravity will make the later part of the combo more difficult.
Counterhit 2B starter, airborne opponent
  • CH 2B > 5C > 623A
3104
Meter Gained: ??? Meter Given (vs C-Moon): ???
Simple anti-air counterhit combo. Do run up 5AA or 2B before 5C for higher damage.
Counterhit jB starter, airborne opponent, 100% meter
  • CH j.B > land (66), 2C > delay 236B~236B~delay 236[C] > 5A > 6C > j.[C] > delay dj.[C] > land j.C > j.214C
4139
Meter Gained: ??? Meter Given (vs C-Moon): ???
AirCounter combo midscreen with meter.
Raw Airthrow starter
  • Raw AT > land, 2A > 5A > 5C > 623A
2566
Meter Gained: 14.8% Meter Given (vs C-Moon): 6.0%
Golden Airthrow combo.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent, 100% meter
  • 5B > 2B > 5C > 236C > 2B > 5C > 623A
5281
Meter Gained: ??? Meter Given (vs C-Moon): text
Corner combo with meter, on some character replace 2B > 5C by 5A > 2B.
Normal starter, grounded opponent
  • 5B > 2B > 2C > delay 236B~236B~delay 236[C], 2A > 5AA > 2B > 623A
4373
Meter Gained: ??? Meter Given (vs C-Moon): ???
Corner combo that trades damage to take off the corner.
Use more "2A" at the beginning to increase gravity depending on the enemy.

OTG Combos

Condition Notation Damage
vs V.Sion
Notes
OTG, normal starter.
  • 2AAA(A) > (5B >) 5C > 623A
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Basic OTG combo. Mostly done if the opponent doesn't tech 623B/C or ground throw in corner.
OTG, normal starter.
  • 5B > 2B > 5C
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
OTG combo used to set up a tech chase with jump/IAD > j.C
OTG, normal starter.
  • 5B > 2B > 5C > 22B > 623A
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Double OTG corner combo used when the opponent respect the previous tech chase route. The opponent can neutral tech between 5C and 22B and punish with a fast button. You can also end in 623B to put the opponent in a techable knockdown again.
OTG, Blood Heat.
  • 2C > AAD
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
OTG Pickup with AAD.


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
MBFKouma5A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
400 202 80% (O) 2.7% -SE-, -N-, -SP-, -EX-, (J) LH 4 4 6 2 -

Close range slap that can help you out with people who try to jump out from your approach. Got +2 frame advantage on block. High hitbox.

5B
MBCKouma5B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 454 100% 6.3% N, SP, EX, (J) LH 10 4 17 -6 -

Can be used in combos for the most part, and maybe reach over a bit longer distances than the A normals. It moves Kouma foward a bit and is minus on block. 5B can also catch some techs and you can punish accordingly.

5C
5C
5[C](~2)
MBHKouma5C.png
5C
MBFKouma5XC.png
MBFKouma5XC2.png
5[C]
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5C 1000 707 90% (O) 9.0% N*, SP, EX, (J) LH 5 4 20 -6 -

Normal-cancellable into 6C only. Somehow faster than 5B and same frame advantage. Also moves Kouma forward a bit.

5[C]
~2
300, 1000 (1268)
300, 1500 (1753)
(596)
(1281)
75%
100%
7.2% - U 41 2 23 - -

This becomes a command grab. The follow-up on hit is similar to his 214 series, which launches to the other side by default or by inputting 2 ends in an untechable knockdown and more damage.


Crouching Normals

2A
MBFKouma2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 202 75% (O) 3.15% -SE-, -N-, -SP-, -EX-, (J) LH 4 4 7 1 -

Your combo starter, generally the normal you start with in your pressure. Got a larger range than 5A and gives +1 frame advantage on block. Hits mid.

2B
MBFKouma2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 454 80% (O) 7.2% N, SP, EX, (J) LH 6 3 16 -4 -

Great anti-air move. Also a part of Kouma's combo string.

2C
2C
2[C]
MBFKouma2C.png
2C
MBFKouma2XC.png
2[C]
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2C 1200 585 50% (O) 10.8% N*, SP, EX, (J) L 10 3 19 -4 -

F-Kouma's only low-hitting normal. Moves him forward a bit. Both versions are normal-cancellable into 6C only.

2[C] 1500 1090 70% (O) 11.7% N*, SP, EX, (J) L 30 3 10 5 -

Slow, but pretty safe on block.


Aerial Normals

j.A
MBFKoumajA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 151 75% (O) 2.7% -SP-, -EX- HA 4 3 - - -

A slightly smaller H-Kouma j.A.

j.B
MBHKoumajB.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 606 90% (O) 7.2% SP, EX HA 5 3 - - -

Used for air-to-air counterhits.

j.C
j.C
j.[C]
MBHKoumajC.png
MBFKoumajXC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.C 1000 606 85% (O) 8.1% SP, EX HA 8 5 - - -

Your prime jump-in normal.

j.[C] 1500 1212 90% (M) 12.1% SP, EX, J HA 24 3 - - -

His only jump-cancellable aerial normal, used as a combo tool.


Command Normals

6C
MBHKouma6C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 505 50% (O) 7.2% SP, EX, (J) LH 14 4 19 -5 -

Kouma's standard launcher.


Universal Mechanics

Ground Throw
MBCKoumaThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1300 808 70% 0.0% - U 2 1 20 - -

Ground techable grab.

Air Throw
Air Throw
j.6/4A+D
MBCKoumaThrowAir.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 606 30% 0.0% - U 1 1 12 - -

Standard ground slam air throw. Ground bounces the opponent when done raw, causes an untechable knockdown as a combo ender.

Shield Counter
Shield Counter
236D after a succesful Shield (Air OK)
MBCKoumaShieldCounter.png
MBHKoumaShieldCounterAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 500 (345) 300 (198) 40% 3.5% SP, EX, (J) LHA 8 4 18 -4 Strike 1-12

Same animation as 6C.

Air 500 (303) 300 (174) 50% 3.5% - HA 8 4 - - Strike 1-12

Same animation as j.B.

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 500 202 50% 0.0%
(-50.0% in blockstun)
- LHA 25 4 19 -5 Clash 1-10
(Clash) 500 202 50% 0.0%/-50.0% - LHA 7 4 19 -5 Strike 1-7

A fairly standard shield bunker.

Blood Heat
Blood Heat
A+B+C during MAX
MBCKoumaHeat.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
100 0 100% uses all - 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
Triple Samadhi Prajna
(EX: Unicorn - Skull City)

236A/B/C/[C]
(236A/B~236A/B~236A/B/C/[C])
MBFKouma236AB.png
A/B
MBFKouma236AB2.png
~236A/B
MBFKouma236AB3.png
~236A/B Ender
MBCKouma236A.png
~236C Ender
MBHKouma236C.png
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A/B 600 505 100% 2.7% -CH-, -EX- LH 10 3 23 -11 -
  • F-Kouma's own rekka series. The B versions of all attacks moves Kouma forward a lot more, 236B~236B~236B can even reach an opponent from fullscreen. Has three different enders depending on which button you press.

Rekka starter.

~236A/B 600 (1181) 404 (896) 100% 6.3% (9.0%) -CH- LH 8 3 29 -17 -

Middle followup. This launches the opponent

~236A 700 (1758) 404 (1228) 100% 9.0% (18.0%) N H 18 2 21 -8 -

Kouma jumps back and ends with an overhead attack.

~236B 700 (1758) 404 (1228) 100% 7.2% - H 18 2 17 -4 -

Forward-moving version of the above. Has better frame advantage from Kouma landing a little sooner.

~236C 550 (1634) 404 (1228) 70% (O) 3.15% (12.15%) -EX- LH 15 4 21 -7 -
~236[C] 950 (1964) 707 (1514) 70% (O) 5.4% (14.4%) -EX- L 26 4 15 -1 -

C-Kouma 236A Ender, becomes a low and way safer on block while held. Causes a techable knockdown. Due to the second attack launching, 236C has to be delayed a little for it to connect, though the held version doesn't have that problem.

EX 700*2, 800 (2128) (1855) 100% (x2), 80% (M) -100.0% - LH 2+8 8 23 -12 Full 1-10
[EX] 1200*2, 1500 (3768) (3031) 100%*2, 70% (O) -100.0% - LH 2+23 8 23 -12 Full 1-25

About the same as H-Kouma 236C, with an added charged version.

623X
MBFKouma623.png
A/B
MBFKouma623C.png
EX
MBFKouma623A.png
A (Anti-Air Grab)
MBCKouma236C3.png
B/EX (Anti-Air Grab)
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A (Hit) 1000 707 70% (O) 9.0% (J) LH 9 3 22 -7 -
(Anti-Air Grab) 0, 2000 (1937) (1467) 100% 0.0% - U
(Whiffs vs Ground.)
8 1 25 - -
  • Anti-air grab series. These just act as launchers against grounded opponents. The anti-air grab hitbox being smaller than the strike one means that against airborne opponents the former can whiff while the latter connects, making it a bit inconsistent at times.

Moves Kouma forward a little, the grab causes an untechable knockdown at a small distance from you.

B (Hit) 1000 707 70% (O) 9.0% (J) LH 12 3 22 -7 -
(Anti-Air Grab) 0, 2200 (1491) (1643) 70% (O) 0.0% - U 11 1 25 - -

Kouma advances a little more, the grab launches the opponent farther but it can be ground teched and your damage suffers a bit from the scaling.

EX (Hit) 1500 1010 70% (O) -100.0% (J) LH 4+5 3 22 -7 Full 1-5
(Anti-Air Grab) 0, 3000 (2906) (2158) 70% (O) -100.0% - U 4+4 1 25 - Full 1-5

EX DP Grab.

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
1515
1010/1515
100%
100%/25%
0.0% (CH) U 3 1 27 - -
  • The classic kouma Grab series

The fast up-close version. Frame 4.

~[2]: Knocks the opponent down on the other side at an awkwardly long distance.

~[4]: Kouma just lanches the opponent behind him, wall-splatting them. Ground techable.

B
~2/4
2000
2200/2700
1515
1010/1515
100%
100%/25%
0.0% (CH) U 27 1 14 - -

Slow, delayed and further ranged version.

A/B~236C 3000 2230 100% -100.0% - - - - - - -

Most damaging 214A/B follow-up option, this sends the opponent fullscreen and with an untechable knockdown without switching sides.

EX 3200 (2323) 100% -100.0% - U 5+6 1 36 - Full 1-12

EX Slamdunk. Untechable knockdown.

421X
Plated God (Kaisoku)
421A/B/C (No EX)
MBFKouma421A.png
A
MBFKouma421B.png
B
MBFKouma421C.png
C
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A - - - - - - - - 39 - Full 6-25
Super Armor 26-37
  • F-Kouma gets to have a whole series out of his grounded 22 command dash.
B - - - - - - - - 41 - Full 6-25
Super Armor 26-37

Reaches a bit farther.

C - - - - - - - - 35 - -

The true feint.

22X
Plated God (Kuukaku)
(EX: Plated God)

22A/B/C
MBCKouma22A.png
A/B
MBCKouma22C.png
EX
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 757 75% (O) 7.2% - LH 8 4 32 -8 Reflect 9-13
Super Armor 6-22

Super-armored stomp, has a small reflect window.

B 1000 757 75% (O) 7.2% - LH 14 4 22 1 Reflect 14-17
Super Armor 13-28

A F-Kouma exclusive, now slower and safe on block.

EX 1000 606 100% -100.0% - LHA 7+11 2 26 -6 Full 1-8
Reflect 9-32
Super Armor 9-157

EX Stomp. Huge amount of armor frames.


Aerial Specials

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 808 70% (O) 10.0% - LHA 12 X 14 3 (TK) -
  • Divekick series.
B 1000 808 100% 10.0% EX, J LHA 14 X 21 -7 (TK) -

Becomes jump and EX cancellable on block.

EX (Whiff) 600, 1900 (1895) (1675) 80% (M) -100.0% - LHA 1+8 2 - -3 (TK) -

Has an automatic followup on hit/block, doesn't hit crouchers by TK-ing. (Frame data on whiff)


j.22X
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 - -
  • Aerial command airdash series.
B - - - - - - - - 38 - -

Farther-reaching version.

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

Feint version.


Arc Drive

Unicorn - Jambu in Flames
41236C in 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
(2533)
(2121)
50%
80%
removes all - U
LHA
4+0 1 (3) 8 43 -21 Full 1-10

An invincible grab. Becomes a hit if the opponent is in blockstun, hitstun or airborne.


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
(4266)
(2602)
50%
80%
removes all - U
LHA
4+0 2 (2) 12 26 -21 Full 1-10

Stronger version of AD that can now be used during combos.


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 practical, but it does okay damage and looks pretty cool I guess.



General
FAQ
Advanced
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White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
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HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull