Million Arthur: Arcana Blood/Koume Sakiyama

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Koume Sakiyama

Profile

  • EN Name: Otherwordly Koume Sakiyama
  • JP Name: 異界型 咲山小梅
  • Voice Actress: Aoi Yuuki
  • Element: No Element
  • Health: 19500

Guest character from Lord of Vermillion IV. She is also known as MAAB Scharlachrot

Overview

Koume is a strange character who you would really expect to be a zoner or setplay character like schar, but isn't. despite her several long-range options, Shes more of an aggressive rushdown character who relies heavily on strike-throw and baiting antiairs to wear down opponents. her main strengths lie in her ability to reset pressure and bait antiairs with j.236C (and j.d). she also has several other notable strengths, such as extremely strong crouching and jumping normals, an powerful reversal super, and the ability to use elemental counterhit without the use of any assists, which is unique to her. As one of the only 2 'null' element characters. Koume's interpretation of this is having different elements on all of her D normals. while not notable on their own, these open up unique routing options only available to her.

Strengths/Weaknesses

Strengths Weaknesses
  • Full auto combo steals meter from the opponent, denying a valuable resource from the opponent and allowing Koume to build meter advantage fast
  • Has an array of large space controlling normals
  • Has fire, ice, and wind attacks, allowing for flexibility in utilizing the elemental counter system
  • 214XX can discourage projectiles and assist calls while meter is on deck
  • good block pressure. requires MU knowledge and using roll to escape.
  • 623XX is an insanely good DP.
  • Various air options that cover different areas and stall momentum, making antiairing her a risky endeavor
  • Resource dependent for high damage
  • Mix-up game leaves a lot to be desired
  • Buttons have a lot of recovery which can make her prone to being whiff punished
  • weird antiair options
  • No meterless reversal
  • Slow run speed and movement
  • Unable to do anything off of a grab without using Elemental Boost
  • strike throw mix with minimal reward on the throw.
  • colorless EB sucks
  • hurtboxes

Recommended Support Knights

1 Mana

  • Clone Elle
An ice assist that shoots a ball of ice that travels at a moderate speed. Usable as a combo extender and can be used in neutral to whiff punish and start a combo, but with Koume's already long range normal's using Elle as a whiff punish is sub-optimal and there are better assists to use as combo extenders.


  • Summer Evaine
An ice assist that consists of Evaine volleyball spiking a watermelon at a fast speed; wall bounces up to three times. A useful tool for neutral control and in some scenarios an okizeme tool, but unnecessary for Koume as there are assists that work better with Koume's kit for these rolls. Also good for confirming 6c.

2 Mana

  • Type II Balin
A fire assist that covers a large area and slightly tracks the opponent. Balin is extremely fast and plus on block letting Koume use her to control neutral and end unsafe block-strings such as a 623x ender. Balin also allows for an easy elemental counter hit when used after Koume's 5d, March Hare. Also good for confirming 6c.
  • Clone Magic Guild Arthur
An ice assist that is both fast and has amazing horizontal range, hitting from full screen. Like Balin, Magic Guild is quite fast and plus on block, allowing her to be used both in neutral and to end unsafe block strings. Koume can implement Magic Guild in to most combos and is especially useful after Koume's 214d, Eligos, for an easy elemental counter hit.
  • Clone Techno-Smith Arthur
A wind assist that acts as both an amazing anti-air and a combo extender for Koume. Techno-Smith has phenomenally fast startup and has a very high reaching hit-box making her a useful anti-air tool. Her use in combos is limited but she has great use in corner combos, specifically being used to follow up Koume's 2d, Tri-Horn, for an elemental counter hit, allowing for further follow-ups. Also good for confirming 6c.


3 Mana

  • Clone Pharsalia
An ice assist that consists of a laser that hits 20 times and has a small amount of startup before the laser is actually fired. Although this must be combo'ed into Koume has no trouble doing so being able to convert most combos into Pharsalia, a common choice being to use her after Koume's 214d, Eligos. Pharasalia also confirms Koumes 214x+x, allowing for high damage combos.
  • Ruler Supreme Guinevere
A non elemental assist, Guinevere hit the opponent in an area in front of the player on the ground. On hit she increases the current mana cost of each support knight for your opponent by one each for the next use only. This effect stack but won't cause an assist to cost more than five. Koume can use Guinevere to end most mid-screen combos and when used in the corner, you can continue your combo. While she does not offer much to Koume in terms of damage, when used in tandem with Koume's meter stealing auto combo Guinevere allows Koume to grind out the opponent for much longer provided the player can successfully control the neutral.
  • Type I Mordred
A fire assist that consists of a laser shot at 45° diagonally upwards and hits 16 times. Only useful as a combo ender and while Mordred does around 900 more damage than Pharasalia, and easily counterhitting from 5d offering plenty of time for Oki or a super ender.

Normal Moves

5A
5A
MAAB Koume 5A.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
500 Mid 7 - - -4 70 - -

Jump cancelable. most important fast poke and combo starter.

5AA
5AA
MAAB Koume 5AA.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
630 Mid 12 - - -5 63 - -

Jump cancelable

5AAA
5AAA
MAAB Koume 5AAA.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- - 18 - - -7 - - -

Recovers in mid-air. Not a true blockstring from 5aa. cancel into j.236c on block for a mixup opportunity/pressure reset. usually wont connect late into combos, meaning that you'll need to sacrifice damage to get the meter gain from 5aaaa

5AAAA
5AAAA
MAAB Koume 5AAAA.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- - - - - - - - -

Only comes out on hit. Steals meter. super cancels into 623xx for damage squeeze

5B
5B
MAAB Koume 5B.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
900 - 11 - - -14 - - -

Good midrange poke, can cancel into itself multiple times. Not disjointed (And has hella whiff recovery) however, so take care not to whiff this.

5BB
5BB
MAAB Koume 5BB.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
1440 - 7 - - -6 - - -

5b follow up. not great but it saves you some frame advantage

5BBB
5BBB
MAAB Koume 5B.png
Same animation as 5B
Same animation as 5B
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
1926 - 5 - - -12 - - -
5BBBB
5BBBB
MAAB Koume 5BB.png
Same animation as 5BB
Same animation as 5BB
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- - 4 - - -6 - - -
5C
5C
MAAB Koume 5C.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
1600 - 15 - - -6 - - -
6C
6C
MAAB Koume 6C.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
1988 air unblockable 11 - - -14 - - -

weird antiair. hits both sides but this function is limited by its directional input. Not the best at beating good air buttons but it will get you out of tricky situations with characters that like to hover directly above you. its a good idea to run an assist that can confirm off of this as its one of only 2 antiairs that cant be jump cancelled on hit, and all special cancel confirms are inconsistent depending on height. among these are Evaline, Aife,Balin and Techno-smith

2A
2A
MAAB Koume 2A.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
400 Low 6 - - -5 60 - -

Can cancel onto itself once, leading then into 5aa

2AAA
2AAA
MAAB Koume 2AAA.jpg
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- - - - - - - - -

see 5aa

2B
2B
MAAB Koume 2B.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
1200 low 11 - - -8 - - -

Low profiles

2C
2C
MAAB Koume 2C.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
1880 Low 11 - - -10 - - -

Multi-hit move that pushes the enemy away on hit and block. Can be confirmed into 236C only on the very last hit.

j.A
j.A
MAAB Koume jA.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
800 High 9 - - - - - -
j.B
j.B
MAAB Koume jB.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
1000 high 10 - - - - - -
j.C
j.C
MAAB Koume jC.png
Which do you need to block? nobody knows, that's what makes it so fun.
Which do you need to block? nobody knows, that's what makes it so fun.
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
1800 High 18 - - - - - -

crossup button. Will sometimes inexplicably beat antiairs. this is one of your strongest neutral options and only mixup tools

Elemental Attacks

5D
Summon March Hare
5D
MAAB Koume 5D.png
Don't press this
Don't press this
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
1800 - 17 - - -15 - - Wind

fake antiair with a big hitbox(and hurtbox). Almost exclusively a combo tool/high rewardframetrap. its pushback makes it relatively safe but you're still at -15 so its not ideal.

2D
Summon Tri-Horn
2D
MAAB Koume 2D.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
1600 - 13 - - -13 - - Ice

somewhat useful combo tool. Unsafe if used at point blank, but up to +1 at max range

j.D
Summon Stolas
j.D
MAAB Koume jD.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
2400 M 16 - - - - - Fire

Don't get excited, this move is a big fat mid. Useful for baiting some antiairs, and as a throw/lowcrush

Throws

5/6B+C
Forward Throw
5/6B+C
MAAB Koume FT.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
2400 Throw 7 - - - - - Throw

Koume's solo mixups are not particularly strong, so she is fairly reliant on tick throw when mana is not available. Throw is also one of the only places where using EB to squeeze damage out is actually useful for koume, as she cannot combo off her throw without it. Bad oki midscreen.

4B+C
Back Throw
4B+C
MAAB Koume BT.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
2400 Throw 7 - - - - - -
j.B+C
Air Throw
j.B+C
MAAB Koume AT.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
- Throw 5 - - - - - -

Special Moves

236X
Time for Your Shots!
236X
MAAB Koume 236A.png
MAAB Koume 236B.png
MAAB Koume 236C.png
Get over here!
Get over here!
Version Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
A 1920 Mid 14 - - - - - -

a version is an antiair, B/C version into super/card cancel is a useful tool for establishing pressure from almost fullscreen. The C version is a useful pressure reset but it's easy to roll through if used predictably.

B 1920 Mid 15 - - -1 - - -
C 1920 Low 21 - - +3 - - -

Will not hit opponents close to Koume. All versions vacuum opponent on hit or block. A and C versions are easy to confirm off of, but 236b will normally require resources to offer a full combo. EB the first hit for lots of plus frames

j.236X
Time for Your Shots! (Air)
j.236X
MAAB Koume j236A.jpg
MAAB Koume j236B.jpg
MAAB Koume j236C.jpg
Version Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
A 1840 M 15 - - - - - -
B 1840 M 14 - - - - - -
C 1840 M 13 - - - - - -

Will not hit opponents close to Koume. All versions vacuum opponent on hit or block. Tk the C version to be plus

623X
Wanna Get Hospitalized?
623X
MAAB Koume 623A.jpg
MAAB Koume 623B.jpg
MAAB Koume 623C.jpg
On whiff, the name of this special applies to the player
On whiff, the name of this special applies to the player
Version Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
A 2480 M 9 - -16 - - - -
B 2480 M 9 - - - - - -
C 2480 M 9 - - - - - -

Koumecopter. Button level determines height and horizontal travel. C is furthest horizontal and A is vertical. No version has invulnerability. is not frequently used as an antiair, as it is unsafe and air blockable, making it a riskier choice than 6c or 236a. can confirm with counterhit/eb/corner super cancel, but is more frequently used for mixups via assist canceling on block into IAD. The a version travels surprisingly high which can take your opponent off gaurd, but even with counterhit you will need EB or mana to combo from this version. All in all, use without resources to cancel on deck is not advised.

214D
Summon Eligos
214D
MAAB Koume 214D.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
2880 M 13 - - -11 - - Fire

2 hits, can link into 214XX depending on a couple of factors(height, combo proration, ect.) so be sure to lab which combos you can tack this onto and which you cant. can link into 2d in the corner when close enough. main combo ender. the 2nd hit of this move hits fullscreen, but it has lengthy startup and recovery so use sparingly.

Million Skill

236XX
Summon Dantalion
236XX
MAAB Koume MS1.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
4236 M 12 - - 38 - - -

Also available as A autocombo super. Dantalion summons a ball of fire that carries the opponent all the way to the corner on hit (early combo) or leaves them airborne (late combo). Excellent super to set up 3 mana Support Knight attack or follow up with Koume's other supers. Frame advantage is assuming minimum amount of hits before ball passes through (Corner). pretty hard to set up a real mixup off of, though sometimes used instead of 623xx to end combos with better oki

623XX
It's Koume Special Time!
623XX
MAAB Koume MS2.png
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
7035 M 7 - - - - - -

Wack ass DP. Koume's only true reversal, and a pretty strong one at that. Also used to end combos, since it Can be easily linked after 5AAAA. it can cross up if opponent is directly above koume, and if they block it grounded can be EB'd for a L/R 50/50. its insanely fast startup can also be used to punish moves that are minus 7 or more on block but too far for 2a/5a to reach. sometimes the drill followup will drop and allow you to combo afterwards(this scales pretty bad though)

Million Excalibur

Summon Wadatsumi
214XX
MAAB Koume ME.png
Codename: Kiddie Pool
Codename: Kiddie Pool
Damage Guard Startup Active Recovery Frame Adv Starter Scaling Combo Scaling Element
10,000 Throw 16 - - - - - -

Summons a portal beneath the opponent. command grab. Can be jumped after flash to avoid the attack. It's very active for a command grab which combined with its invincibility can lead to some funny antiair situations. its actual use is to punish assist calls/projectiles and to fuck with iai players.

Combos

Solo Combos

Mid-screen

dmg values tested on Iai arthur at full health 5A/2AA/Jump in Starter:

  • 5AA > 6C(4) > 236A, 5AA > 5c > 214d (5900)
Side Switches, midscreen bnb off of 5a. max meterless damage midscreen.
  • 5AA > 6C(5) > 236A, 5AAAA > (623XX) (5588[7730])
Side Switches steals meter at the cost of a little damage. can add a super for damage squeeze:

5B/2B Starter:

  • 5BB/2B5B > 2C > 236C, 5BB > 214D > (214XX) (4945[8725])

2C Starter:

  • 2C > 236C, 5BB > 214D > (214xx) (4938[8738])

Throw(EB):

  • Throw > EB, 5BB > 236A, 5AAAA > (623XX) (3909[6051])

j.236C starter

  • j.236C, j.B, (j.236A, j.B,) 236A, 5AA > 5C > 214D
delay between the j.b reps and 236a depends on koume's height; the higher she is the greater the delay between the moves:(4801)


old 2A Starter section:

  • 2A > 5AA > 5BBBB > 2C > 236B (4120)
  • 2A > 2C > 236C > 5AAAA > (4307)
  • 2A > 5BB > 2B > 2C > 236C > 5AA > 5C > 214D (4843)
  • 2A > 5B > 2C > 236C > 236A > 5AA > 5C > 214D (5059)
  • 2A > 5AA > 5B > 6C(4) > 236A > 5AA > 5C > 214D (5281)
Side Switches
  • 2A > 5BB > 5C > 6C(4) > 236A > 5A > 5B > 5C > 214D (5422)
Side Switches
  • 2A > 5AAA > 236C > 5AA > 5C > 214D (4552)

Corner

5A Starter:

  • 5A > 5B > 5C > 5D > 214D, 2D > 236A, 5AAAA > 623XX (8867)

2A Starter:

  • 2A > 5AA > 5C > 5D > 214D > 2D > 236A > 5AAAA > 623XX (7896)

Support Knight Combos

Pharsalia Assist: Mid-screen:

  • 5BB > 2B > 2C > 236B > Pharsalia > 214XX (10.1k)
  • 2A > 2C > 236C > 5BBBB > 214D > Pharsalia > 214XX (10.2K)
  • 5BB > 2B > 2C > 236C >623xx > Pharsalia

Corner:

  • 5AA > 5C > 5D > 214D, 2D, 66 5AAA > j.236C > j.Pharsalia |> 214XX (111.9k)
  • 5AA > 5C > 5D > 214D, 2D, 66 5AA > 5C > 623C > j.Pharsalia |> 214XX (12.1k)

Clone Magic Guild Arthur Assist:

  • 5AAAA > Magic Guild Arthur > 66 5AA > 5C > 214D (can be ended with 623XX instead of 214D if meter is available) (5213)
  • 5BBBB > 2B > 2C > 236B > Magic Guild Arthur > 214D (can be ended with 623XX instead of 214D if meter is available) (5534)
  • 2A > 5A > 6C(3) > 236A > 5AAAA > Magic Guild Arthur > 623C (can be ended with 623XX instead of 623C if meter is available) (5620)
Side Switches

Corner:

  • 5AAA > j.236C > j.D > j.Magic Guild Arthur > j.66 > j.C (5158)
  • j.D > j.MAgic Guild Arthur |> 5D > 214D > 2D > 236A > 5AAAA > 623XX (8208)
  • 5BB > 5C > 214D > Magic Guild Arthur > 66 > 5D > j.D > 2D > 236A > 5AAAA > 623XX(8848)

Type II Balin: Mid-screen:

  • 6C > Balin > 66 > 5BBBB > 214D (4574)
  • 236C > 5AA > 5C > Balin > 66 > 5BBBB > 214D (6340)

Corner:

  • 5AAA > j.236C > j.B |> 236A(1) > Balin > 66 > 5B > 214D (5230)
  • 2C > 236C > 5A > 5C > 5D > Balin > 2D > 236A > 5AA > 5C > 214D (6626)

Type II Tor: Mid-screen:

  • 2C > 236C > Tor > 66 > 5BBBB > 214D (5854)'

Corner:

  • 5A > 5B > 5C > 5D > 214D, 2D > Tor > 236A, 5AAAA > 623XX (9460).

Multiple Support Knight Assists: Mid-screen:

  • 2A > 5A > 6C(5) > Balin > 66 > 5BBBB > 214D > Magic Guild Arthur > 66 > 236B (5877)
  • 5BBBB > 236B > Magic Guild Arthur > 5BBBB > 214D > Pharsalia > 214XX (11.4K)

Corner:

  • 2C > 236C > 5A > 5C > 5D > Balin > 2D > 236A > 5AA > 5C > 214D > Pharsalia > 214XX (12.2K)
  • 5AA > 5B > 5C > 5D > 214D > 2D > 236A > 5AAAA > Magic Guild Arthur > Pharsalia > 214XX (13.3k)
5 Mana, 200 Meter required
  • 5A > 5BB > 5C > 214D > Magic Guild Arthur > 6 > 5D > j.D > 2D > 236A > 5AAAA > 236XX > Pharsalia > 214XX (13.7K - 13.9K)
5 Mana, 300 Meter required, Damage depends on delay between 236XX and Pharsalia

Videos

Colors

Note: Colors 20 and 21 were pre-order exclusives for JP PSN and Amazon respectively. Unfortunately, they aren't selectable on Steam without the use of Cheat Engine.

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
Color 19
Color 20
Color 21

External Links


General
Controls
FAQ
HUD
Support Knights
System
Characters
Twinblade Arthur
Iai Arthur
Thief Arthur
Arthur Blade Protector
Bisclavret
Zechs Siegfried
Nimue
Eternal Flame
Snow White
Riesz
Wildcat Arthur
Koume Sakiyama
Iori Yagami
Fire
Fay
Foible Elle
Balin
Gawain
Mercenary
Claire
Hawkeye
Mordred
Cuchulainn
Ice
Clone Elle
Evaine
Sorcery King
Lancelot
Tor
Constantine
Kriemhild
Pharsalia
Peridod
Wind
Reafe
Enide
Techno-Smith
Galahad
Utahime
Scathach
Aife
Uathach
Kaguya
No Element
Little Grey
Fugou
Akira Oono
Guinevere