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Atlas Academy => Melty Blood: Current Code => Kouma Kishima => Topic started by: Kamina on October 03, 2011, 07:28:27 PM

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ahaha that's no--wait, what?
Title: Kishima Kouma current code changes (1.07)
Post by: Kamina on October 03, 2011, 07:28:27 PM
1.05  - CC 1.07 Changes
全スタイル共通
For all styles
強化点 Buffs
空中兜神にアーマー追加
All 22A/B/C air teleports now have armor added to them
圧壊派生623Cが画面端まで吹き飛ばし。有利時間増加。
The EX after 214 grabs now blow away the opponent to the corner. Added frame advantage time.
弱体化点Nerfs
J22A,Bが空中ビートをリセットしなくなった。JA>A兜>JAはできない。
You can't use teleports to rebeat after you've used a normal. For example, j.a>teleport>j.a can't be done anymore.

クレセントムーン
Crescent
強化点 Buffs
5B派生Bのノックバック減少。コンボに組み込める。
5B(B) has less knockback, so you can now better perform combos.
C布薩掌派生236Cが画面端まで吹き飛ばし。地上受身可能でダウン追い討ち不能。
The C version of the rekka after 236C blows opponents to the corner. You can't continue on the ground since they can tech on the ground.
A兜神にダウン引き剥がし追加。(追撃不能。意味無し)
22A can OTG relauch. (But you can't follow up, it makes no sense)
J214Bにダウン引き剥がし追加。
J214B can OTG relaunch.
6Cが空中HITで地面バウンド。追撃可能。ダウン引き剥がし追加。
When hit with 6C from the air, it causes bounce and its possible to follow up. It can also OTG relaunch.
J214Aが着地硬直をEXキャンセル可能に。
J214 A can EX cancel upon landing on the ground with it.

弱体化点  Nerfs
なし? None?

フルムーンスタイル
Full Moon
強化点 Buffs
2B補正緩和(70%→80%?)
Proration on 2B is increases 70%- >80%
623Aダメージ増加?(2000→2200?)
623A damage was increased? 2000->2200
兜神にダウン引き剥がし追加。Bは追撃可能。
22 moves can OTG relaunch, can follow up after 22B.
J214Aが着地硬直をEXキャンセル可能に。
J214A can EX cancel on block.
J214Bにダウン引き剥がし追加。
J214B can OTG relaunch.
BE2Cのノックバック減少。
The knockback on BE2C was decreased.

弱体化点 Nerfs
623Bのダメージ減少(2200→1500?)、補正追加。(100%→80%?)
The damage on 623B was decreased and has added proration (2200 -> 1500) (100% -> 80%)
通常投げに補正追加。
Normal throw has increased proration

ハーフムーンスタイル 
Half Moon
強化点 BUffs
236Cが受身不能時間増加。地面に付くまで完全に空中受身不能。
Increased untechable time on 236C. Its not possible to tech until they reach the ground.
5A>6A>6Aの前進量増加。
5A>6A>6A advances you further.
2Cがクレセントと同じ性能に(リーチ増、上方向の判定微増)
2C is now the same as crescent moon (The reach is extended, and the hitbox was improved)
圧壊後ろ派生の補正緩和。
The proration on 214 wall slam was increased.
J22Bの軌道変更(上40°位に上昇する)動作終了後に振り向くように。
J22B teleport's direction has changed and now goes 40 degrees upward. At the end of the movement animation, you can change sides.
5B持続増加
5B is active longer(?)
623A判定強化
Hitbox for 623A has improved
J236C補正緩和
J236C's proration was increased

弱体化点 Nerfs
なし? None?

Correct me if I'm off on anything, all 5 and a half of you.

http://youtu.be/SegFWVWsy4M?t=3m20s
Check out 22B relaunch ridiculousness here by Hirata.

http://youtu.be/g3Ea0R-q9ks?t=1m20s
Some Half and Crescent play by Sena Airi, just LOOK at that untech time on 236C, you ain't going nowhere!
Theres also that nifty teleport at 1:27, dem angles yo

http://youtu.be/WJHaYbP-dDI?t=16m36s
Right here you can see more of Sena as he demonstrates that new half court shot Kouma's been developing.

Title: Re: Kishima Kouma current code changes (1.05)
Post by: Inso on October 03, 2011, 11:20:52 PM
空中兜神にアーマー追加
All 22A/B/C teleports now have armor added to them
Isn't it air teleports?
Well, I guess it's the same if you specificaly say all of them.
Title: Re: Kishima Kouma current code changes (1.05)
Post by: LordPangTong on October 04, 2011, 07:56:51 AM
Were H-Kouma's j.22b the only one that got the angle change? I thought I saw a C-Kouma do it too
Title: Re: Kishima Kouma current code changes (1.05)
Post by: Kamina on October 04, 2011, 08:43:32 AM
空中兜神にアーマー追加
All 22A/B/C teleports now have armor added to them
Isn't it air teleports?
Well, I guess it's the same if you specificaly say all of them.
Fixed.
Were H-Kouma's j.22b the only one that got the angle change? I thought I saw a C-Kouma do it too
You sure about that LPT? If you've got some solid evidence feel FREE to share
Title: Re: Kishima Kouma current code changes (1.05)
Post by: dumba989 on October 04, 2011, 10:41:15 AM
So should I delete the other thread that I started or move the video links I posted to this one since this seems more efficient.
Title: Re: Kishima Kouma current code changes (1.05)
Post by: Kamina on October 04, 2011, 11:40:13 AM
So should I delete the other thread that I started or move the video links I posted to this one since this seems more efficient.
Don't worry dumba, I got it now. You can just let the other thread sleep with the fishes.
Title: Re: Kishima Kouma current code changes (1.05)
Post by: dumba989 on October 04, 2011, 07:09:12 PM
So should I delete the other thread that I started or move the video links I posted to this one since this seems more efficient.
Don't worry dumba, I got it now. You can just let the other thread sleep with the fishes.

Gotcha & I love the descriptions you have for the vids  ;)
Title: Re: Kishima Kouma current code changes (1.05)
Post by: dumba989 on November 07, 2011, 06:26:20 PM
During watching recent new vids of Kaimaato, http://www.youtube.com/watch?v=IFNmYZLJCA8&feature=feedu, I noticed after counter hits or command grabs, F-Kouma can now do 2c into rekka BnB for extra damage, haven't really noticed anything else dramatically different transitioning from 1.05 to 1.07. Kamina if you can update the OP with 1.07 changes for all moons that'd be greately appreciated and one more thing,  can someone with access to the game confirm if techable or non-techable 5b 2b 22b 623b loop is still in 1.07.
Title: Re: Kishima Kouma current code changes (1.05)
Post by: dumba989 on November 13, 2011, 09:33:04 AM
"OS" that I stumbled upon while playing around with F-Kouma:
214B ~ 623C (If 214B is confirmed, 623C must be done IMMEDIATELY after 214B is confirmed for EX facepalm. If whiffed, anti-air 623c comes out for EX grab which is air unblockable)

Useful situations which it applies to: With MAX meter & want to rid of it, when opponent has little life & needs around 2.5K-3K to be killed, or if they're trying to jump out of your corner pressure. These are the situations that I've found though so someone else may find another likely scenario & if so feel free to share info.

Oddly enough as I made this post, a random Acho vid http://www.youtube.com/watch?v=AljHV3ic7GM&list=PLC81F2134C6122EF9&index=104&feature=plpp_video pops up where someone is using it, fast forward to around 48:30 to see the player in action.
Title: Re: Kishima Kouma current code changes (1.05)
Post by: dumba989 on December 29, 2011, 04:29:35 PM
Not necessarily changes but just wanted to let people who are interested in Kouma that I've begun to post timestamps on vids from GameACHO, Kirisugu, etc. on YouTube so in case the uploader didn't post them or did not intend to do so, just look for it on the comments.
Title: Re: Kishima Kouma current code changes (1.05)
Post by: dumba989 on January 01, 2012, 09:46:54 AM
So F-Kouma feels buffed from console & aside the changes from 1.05, nothing else has been changed from the character. H-Kouma is definitely better from console by far, actual Oki options on knockdown from typical BnB combos & setups, how many there are is a different question because it seems that you can do literal which ways on most combos now from midscreen but I'll continue to test as much as possible this week. Since I nor anyone who was serious never used H-Kouma in console I'll post this up: moves with clash properties 236A, 236B (Both parts of rekka), 2B aka da gawd, j.C, 5C, and 6C, which are basically F-Moons normals so they transfer to this character as well, hope this helps & if anyone finds anything wrong with my notes so far, please say so.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Kamina on January 04, 2012, 12:49:02 AM
This just in from the lab! I made a nice little tutorial video on Kouma's normals and basic combo~
El Psy Congroo~
http://www.youtube.com/watch?v=cTX4-QYLlMs&feature=youtu.be
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Irysa on January 04, 2012, 07:02:21 AM
Is it just me, or does F-Kouma's bnb feel easier now when using 236b instead of 236a?

Like, doing 2aa 5b 2b 2c 236b 236b 236[c] 2a 6c j[c] dj[c] land 623a feels a bit more leniant than it did on console for me. However I only rarely alted Kouma so I was just wondering if anybody with more experience with him in console could notice any changes.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: dumba989 on January 04, 2012, 12:21:48 PM
This just in from the lab! I made a nice little tutorial video on Kouma's normals and basic combo~
El Psy Congroo~
http://www.youtube.com/watch?v=cTX4-QYLlMs&feature=youtu.be

Nice tutorial going over his normals & what situations they're used for, just a bit of a spelling error at the end with 4:20 & yeah 6C is pretty much just used for some stagger strings such as 6C>22B or 6C>236A.

Is it just me, or does F-Kouma's bnb feel easier now when using 236b instead of 236a?

Like, doing 2aa 5b 2b 2c 236b 236b 236[c] 2a 6c j[c] dj[c] land 623a feels a bit more leniant than it did on console for me. However I only rarely alted Kouma so I was just wondering if anybody with more experience with him in console could notice any changes.


The BnB off of rekkas is easier & is a tad bit more lenient but most of the other combos still feel the same.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: BlueBlueAquamarine on January 05, 2012, 11:05:55 AM
Anyone else been looking into C-Kouma? His overall damage went up because 5BB works more often than not in combos.

Here's a BnB that I patched together. It works everywhere
(2a) 2b 5bb 5c 2c 623a j.bc j.bc airthrow/j.236C

I've also been experimenting with 236C 236C command grab combos, but it seems pretty unreliable (as in you just get to hit not the grab). Hitbox data on that grab might be nice...
(2a) 2b 5b 5c 2c 236c 236c

I tried adding 236a and 236b in between, but 236c always ends up whiffing.

Also, after that 236c blows people to corner (which looks awesome), there's gotta be some good oki/tech punish options. The best I could come up with is either 5b for meaty or 6c for covering both sides.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: dumba989 on January 05, 2012, 01:11:18 PM
Anyone else been looking into C-Kouma? His overall damage went up because 5BB works more often than not in combos.

Here's a BnB that I patched together. It works everywhere
(2a) 2b 5bb 5c 2c 623a j.bc j.bc airthrow/j.236C

I've also been experimenting with 236C 236C command grab combos, but it seems pretty unreliable (as in you just get to hit not the grab). Hitbox data on that grab might be nice...
(2a) 2b 5b 5c 2c 236c 236c

I tried adding 236a and 236b in between, but 236c always ends up whiffing.

Also, after that 236c blows people to corner (which looks awesome), there's gotta be some good oki/tech punish options. The best I could come up with is either 5b for meaty or 6c for covering both sides.

Haven't been experimenting with C-Kouma but I'll be sure.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: KIROV on January 05, 2012, 01:50:44 PM
Hi all ,   first post in here . Blame Funky-kun :D.
BlueBlueAquamarine i am playing mainly C-Kouma and now i will share my findings.
You suggested using (2a) 2b 5bb 5c 2c 623a j.bc j.bc airthrow/j.236C but as far as my experience goes with c-kouma the most reliable bnb meterless combo is this : (2a/5a) 2b 5b(b) 5c 2c 236a 236c j.bc j.bc 6236b 6236b . The 5bb is a good option but only when the opponent blocked the 2a/5a and 2b as you can easily hold for the charge and mixup  6c or 2c or just jump for j.c+214a.There is a small chance i advise not taking when using the 5bb in the combo that it will not link well.Yes it links better than before but is 200 dmg more worth it ?
Onto the next topic ... :P  I played a little with the game last night and tried some stuff with "6c".Yes its a overhead and if you hit with it there is a big dmg coming up but i tried  other uses for it.This thing OTG relaunches and can be done after 2c after a combo too.There are some options for its use and one of them is free damage after a 2c poke.It goes like this : 2c 6c 236c jbc 6236b 6236b 
I linked a full combo last night too using this but the damage is considerably less than the bnb i wrote about first. It goes like this : (2a/5a) 2b 5b(b) 5c 2c 6c wait a bit 236a 236c jbc jbc 6236b 6236b
It may not do much damage but its PIMP :P Also i do not do airthrows as they happen very high most of the time and is the same with a full bnb with no Oki after it, but i should point that in whichever combo you try you can air throw right after the 236c rekka and is close to the ground and can build up pressure and bait for opponents mistakes.And as you are close to the ground it may open some oki options but i was not working in this direction.
Great changes i saw in this version  are for the use of 22A.This thing manages to poke or anti air a lot of things if timed and spaced  right.It has a good startup and some random hitbox and is open to abuse :P
Why the heck it otg relaunches  i cant comperhend. :\ Oh well no use beating my head over it :D

Talking about pimp stuff i will just put this here : BH(Blood Heat)(2a/5a) 2b 5b(b)5c 2c 6c AAD(while inputing 41236 you have to wait a bit for the opponent to fall at the level of your head and push "C"there)this is a valid combo into AAD and does around 6 k and if there are no 2As or 5A we look at 6.5+ k depending on the character :P
 
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Benny1 on January 05, 2012, 09:40:28 PM
C-Kouma's BNB is 2A 5BB 5C 2C 236A 236B 236C j.CB sdj.BC airthrow.  Does more damage than anything else.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: KIROV on January 06, 2012, 02:03:05 AM
Hi there,
C-Kouma's BNB is 2A 5BB 5C 2C 236A 236B 236C j.CB sdj.BC airthrow.  Does more damage than anything else.
Thank you  benny1 for showing this!So i tried the combo on C-Sion Tatari and i managed to do it.The Damage was  4819.But as i did it i saw  that the 3 rekkas can be continiued with "jcb sdj.bc"So i tried this too : 2a 2b 5bb 5c 2c 236a 236b 236c jCB sdj.BC 6236b 6236b and this did 5108 damage =3
But these combos are lets just say a bit harder(atleast for me this super double jump is a bit tricky) than all else so i tried other variations just to see the damage results and compare them :
2a 2b 5b 5c 2c 236a 236c j.bc j.bc 6236b 6236b resulted in 4614 damage    -easy
2a 2b 5bb 5c 2c 236a 236b 236c jCB sdj.BC* 6236b 6236b resulted in 5108 damage  -harder*
2A 5BB 5C 2C 236A 236B 236C j.CB sdj.BC* airthrow resulted in 4819 damage   -harder*
2a 2b 5bb 5c 2c 236a 236b 236c j.C  jbc 6236b 6236b resulted in 4935 damage -easy
2a 2b 5b 5c 2c 236a 236b j.bc j.bc 6236b 6236b resulted in 4614 damage -easy

The other thing that made an impression is the after the 3 rekkas the important thing is to continue with j.C.After that you can change your combo a bit to suit you and the dmg will not differ much.The same thing applies to the post rekka combo.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: dumba989 on January 06, 2012, 06:31:59 AM
C-Kouma's BNB is 2A 5BB 5C 2C 236A 236B 236C j.CB sdj.BC airthrow.  Does more damage than anything else.

Pretty much the case, he does have new things & some of his tools have been beefed up but anything outside of an airthrow ender I wouldn't recommended unless the opponent has low life then you do the 623A/B 236A/B for a potential tech punish because most of the time they'll just tech, you'll do some sort of OS (i.e. 2A~2C) to blow it up to lead into another combo & they should be dead by then.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Benny1 on January 06, 2012, 10:13:47 AM
623B 236B enders should not be done after a super double jump.  You're far too high at that point to get any sort of a tech punish, those enders should only be done from low heights.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: BlueBlueAquamarine on January 06, 2012, 12:02:06 PM
Whoaaa...

When timed well, You can link both 623a and 623b after 2a 5b 2b 2c 22b. This is NOT an invalid combo!

After 623b, you can simply do another 22b to cover back/neutral/no tech. Then, add in another 623b. As for forward tech.... you would have to do some predicting, but if you guess right, you can connect a full BnB anyway.

F-Kouma is now even scarier in corner, lol.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: dumba989 on January 06, 2012, 11:43:37 PM
So changes for F-Kouma that aren't listed from the JP list, 2c can IH, and 5A can IH on hit or block as well. Also I'm having timing issues with the 6C into the double BE j.C, someone help please.

Whoaaa...

When timed well, You can link both 623a and 623b after 2a 5b 2b 2c 22b. This is NOT an invalid combo!

After 623b, you can simply do another 22b to cover back/neutral/no tech. Then, add in another 623b. As for forward tech.... you would have to do some predicting, but if you guess right, you can connect a full BnB anyway.

F-Kouma is now even scarier in corner, lol.

Is this character specifc & retype the sequence for the combo correctly to prevent confusion.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Kamina on January 09, 2012, 11:34:42 AM
More info on changes for 1.07
I believe I got this about right~

All styles
Air teleports for every style has faster startup

Crescent
623A does more damage, Kouma gets 10% meter instead of 8%, there 13 Frames of blockstun instead of 16 frames and its now jump cancellable

Full Moon
The 236 Rekkas now do more damage and gain more meter
1st rekka Damage went up from 550 - 600, Kouma now gains 7% instead of 3.5% and the B version pushes out further
2nd rekka Damage up 550 - 600, Kouma gains 7% meter instead of 4.5% and the B version pushes out further
3rd rekka (A,B) Damage up 700 - 600, Kouma gains 10% meter instead of 5% and the B version pushes out further
BE rekka ender 236C Damage is now 950 instead of 550 and Kouma now gains 6% meter instead of 3.5%
6C was given 2 more active frames

Half Moon
623A has changed as now it comes out in 23 frames, does 1000+400*2 damage and is +1 on block
6C was given 2 more active frames

Title: Re: Kishima Kouma current code changes (1.07)
Post by: BlueBlueAquamarine on January 12, 2012, 08:48:21 AM
F-Kouma

Is this character specifc & retype the sequence for the combo correctly to prevent confusion.

5b 2b 2c 22b xx 623b {(tech punish/OTG into 22b ) xx 623b}

You can repeat the part in { }. Haven't tried out on a human opponent yet, but if it does, this would hurt a lot.

How many times can { } be repeated? Well, the most number 623b's I've done is 3, but I am positive that someone with better execution then me can do it more.

22b into 623b is not character specific (even works on lolis and necos). The OTG string afterward is character-specific... Unfortunately, I don't know exactly what OTG string works on each character. Anyone have an OTG string chart for Kouma?

-----
C-Kouma

I don't know if anyone else tried this out before, but the 5b follow-up after 5b can be charged. When you do that, you pull the opponent back in... In fact, right in the range of 214a! Tick throw anyone?

Possible mixup:
2aa 2b 2c 5b [b ] xx 214a   OR
2aa 2b 2c 5b [b ] 5a
Title: Re: Kishima Kouma current code changes (1.07)
Post by: KIROV on January 12, 2012, 08:55:33 AM

C-Kouma

I don't know if anyone else tried this out before, but the 5b follow-up after 5b can be charged. When you do that, you pull the opponent back in... In fact, right in the range of 214a! Tick throw anyone?

Possible mixup:
2aa 2b 2c 5b [b ] xx 214a   OR
2aa 2b 2c 5b [b ] 5a
Great idea ! I will  try this next time :P
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Rowanism on January 12, 2012, 09:09:27 AM
The charged 5B[.B] is there since Actress Again Vanilla. I'm surprised you mention it now.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: ShoMeYaMoves on January 12, 2012, 05:49:29 PM
I don't know if anyone else tried this out before, but the 5b follow-up after 5b can be charged. When you do that, you pull the opponent back in... In fact, right in the range of 214a! Tick throw anyone?

I spat water out when I saw this, remind me never to drink liquids while reading forums.

A serious response would be that there are 2 things to watch out for with 5BB. One is that if you do it often, it's easily shielded. The other is that people who have been tick thrown alot from it will autopilot backdash so once you've conditioned the people you play for that, you should option select it with 5A 2C or 2A 2C. Then once they respect that, you can tick throw them again.  :V
Title: Re: Kishima Kouma current code changes (1.07)
Post by: SolarSkurge on January 18, 2012, 10:38:00 AM
Hey guys, I'm new here. I play C-Kouma. Here's a lil BnB I made up: http://www.youtube.com/watch?v=jIYoWURy7hw
Title: Re: Kishima Kouma current code changes (1.07)
Post by: dumba989 on January 19, 2012, 12:32:44 PM
Hey guys, I'm new here. I play C-Kouma. Here's a lil BnB I made up: http://www.youtube.com/watch?v=jIYoWURy7hw

Saw the vid & comments on it, yeah there's much better options you can do, look up Sena Airi MBAACC vids on YT for how C-Kouma is supposed to be played. I use him as well but have no recent footage so I can't help.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: SolarSkurge on January 19, 2012, 07:00:38 PM
I only picked up the game last night. So I'll try to get some more stuff out there.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: ShoMeYaMoves on January 26, 2012, 03:32:31 PM
Been working on this for a bit, hopefully it helps out the new blood. Tried to cover all the various basics. http://www.youtube.com/watch?v=7kAfAowD84E
Title: Re: Kishima Kouma current code changes (1.07)
Post by: dumba989 on January 29, 2012, 08:44:15 AM
Been working on this for a bit, hopefully it helps out the new blood. Tried to cover all the various basics. http://www.youtube.com/watch?v=7kAfAowD84E

Sorry for the late reply but the vid is excellent as far as covering the F-Moon basics, I even added it to my Kouma playlist of things to show people who are curious about the characters.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: SolarSkurge on January 30, 2012, 07:07:10 PM
I've been experimenting with this one BnB
Done with Crescent.
5A>5B>5C>2C>6C. I'm still messing with what to go to from that.I know you can go to j214B to air j214C, but I think you can go to air 5C>air5B>airthrow.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: KIROV on January 31, 2012, 12:59:07 AM
SolarSkurge hi there :)

So i've been playing a while with the 6c otg relaunch options and one of the best things u can do after it is : 6c >236a >236c >jbc >jbc >airthrow.
But i should tell u that after 6c otg u get less dmg and i will not advise using this full combo.I find ofter the 6c relaunch to be a good option for dmg when i randomly poke someone with dash-in 2c nothing more nothing less.And if u want to maximize ur dmg output try this pre rekka combo and train it.:
2a(aa) 2b 5b(b) 5c 2c (here u can insert all other combo options and gain a dmg profit :3 )
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Zahlzeit on February 01, 2012, 02:33:51 PM
I've been experimenting with this one BnB
Done with Crescent.
5A>5B>5C>2C>6C. I'm still messing with what to go to from that.I know you can go to j214B to air j214C, but I think you can go to air 5C>air5B>airthrow.
Edit: Oh shit. Just realized Kirov posted exactly the same thing on the first page but better. My bad.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: SolarSkurge on February 01, 2012, 02:36:51 PM
One day I will be accepted on this forum as a player. I get the feeling everybody thinks I just watch videos and don't play at all. :C
Title: Re: Kishima Kouma current code changes (1.07)
Post by: dumba989 on February 06, 2012, 10:14:48 AM
Fast Forward to around 33:30 for that H-Kouma technology. C is better than H why again?!?!
http://www.youtube.com/watch?v=DIuXtLmmenE&feature=youtu.be
Title: Re: Kishima Kouma current code changes (1.07)
Post by: SolarSkurge on February 06, 2012, 10:24:07 AM
O_o' I might be switching now. But from the lab, it seems F Kouma deals the most damage with the least hits.

Edit: After watching it again..H's mixup options and mobility absolutely dominate C's. His pressure options seem to be better as well. Is that the 22B he's doing to dash up into the air to the airthrow? Jeez, H is so much more efficient than C. Thanks for linking this.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: dumba989 on February 06, 2012, 02:05:11 PM
O_o' I might be switching now. But from the lab, it seems F Kouma deals the most damage with the least hits.

Edit: After watching it again..H's mixup options and mobility absolutely dominate C's. His pressure options seem to be better as well. Is that the 22B he's doing to dash up into the air to the airthrow? Jeez, H is so much more efficient than C. Thanks for linking this.

Yeah that's the Superman after a j.b or j.c
Title: Re: Kishima Kouma current code changes (1.07)
Post by: ShoMeYaMoves on February 06, 2012, 08:41:21 PM
O_o' I might be switching now. But from the lab, it seems F Kouma deals the most damage with the least hits.

Edit: After watching it again..H's mixup options and mobility absolutely dominate C's. His pressure options seem to be better as well. Is that the 22B he's doing to dash up into the air to the airthrow? Jeez, H is so much more efficient than C. Thanks for linking this.

C Kouma does the most damage from a full combo and has the easiest combos by far. The problem is, he's essentially a gimmick character with high damage that doesn't have very good gimmicks to compensate for his lack of neutral game. H at least has 2B and j.B to fall back on, and this new j.22B spam seems actually pretty legit. Also helps his abare a bit.

 Hopefully no one who doesn't play Kouma watches that vid too closely since I want to rinse that j.22b oki and air to air before everyone knows about it, lol.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: dumba989 on February 07, 2012, 08:05:28 AM
O_o' I might be switching now. But from the lab, it seems F Kouma deals the most damage with the least hits.

Edit: After watching it again..H's mixup options and mobility absolutely dominate C's. His pressure options seem to be better as well. Is that the 22B he's doing to dash up into the air to the airthrow? Jeez, H is so much more efficient than C. Thanks for linking this.

C Kouma does the most damage from a full combo and has the easiest combos by far. The problem is, he's essentially a gimmick character with high damage that doesn't have very good gimmicks to compensate for his lack of neutral game. H at least has 2B and j.B to fall back on, and this new j.22B spam seems actually pretty legit. Also helps his abare a bit.

 Hopefully no one who doesn't play Kouma watches that vid too closely since I want to rinse that j.22b oki and air to air before everyone knows about it, lol.

Well people somewhat know about it but don't be shocked that people are aware of it, even then, it's a solid mixup off of knockdown. Also, the j.22b "spam" is legit because that's potential raw airthrow setup & if you land a j.b or j.c, teleport right after, grab, then they have to guess again.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: ShoMeYaMoves on February 08, 2012, 09:04:47 AM

Well people somewhat know about it but don't be shocked that people are aware of it, even then, it's a solid mixup off of knockdown. Also, the j.22b "spam" is legit because that's potential raw airthrow setup & if you land a j.b or j.c, teleport right after, grab, then they have to guess again.

Yeah sorry, I didn't mean "spam" in the negative sense; just that it seems applicable to a ton of situations. I realllllly like the oki off it (282B). If only H moon had F moon grounded 22B. :(

On a different note, does anyone know if H moon 623A is plus or at least neutral on block?
Title: Re: Kishima Kouma current code changes (1.07)
Post by: dumba989 on February 08, 2012, 12:23:50 PM

Well people somewhat know about it but don't be shocked that people are aware of it, even then, it's a solid mixup off of knockdown. Also, the j.22b "spam" is legit because that's potential raw airthrow setup & if you land a j.b or j.c, teleport right after, grab, then they have to guess again.

Yeah sorry, I didn't mean "spam" in the negative sense; just that it seems applicable to a ton of situations. I realllllly like the oki off it (282B). If only H moon had F moon grounded 22B. :(

On a different note, does anyone know if H moon 623A is plus or at least neutral on block?

It's plus but the startup is killer which would make it seem so.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Zahlzeit on February 12, 2012, 12:51:29 AM
For C. Kouma, what can you do after you do a j.214B otg relaunch?

So far the best I could find to follow up with it is 236B/C but is there anything that has a little more bang for your buck?
Title: Re: Kishima Kouma current code changes (1.07)
Post by: ShoMeYaMoves on February 13, 2012, 07:58:37 AM
For C. Kouma, what can you do after you do a j.214B otg relaunch?

So far the best I could find to follow up with it is 236B/C but is there anything that has a little more bang for your buck?

236C xx j.C dj.C AT or something like that. You're probably better off setting up oki if they're in otg state and you're in C moon since the meter isn't really worth the damage unless it kills.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: AARP|ZTB on February 16, 2012, 11:25:43 AM
http://www.nicovideo.jp/watch/sm16907419 << Start~14:00

3-man H-Kouma Team.

I blew my fucking load.

Also, I think I'm gay now...
Title: Re: Kishima Kouma current code changes (1.07)
Post by: ehrik on February 16, 2012, 02:14:07 PM
I think there was another three man h kouma team posted by yuzupeko, but they got bodied by Taka wara
Title: Re: Kishima Kouma current code changes (1.07)
Post by: AARP|ZTB on February 16, 2012, 02:23:28 PM
I bet you came in here just to post WARA BODIES AN ENTIRE TEAM!!1111

jerk.

This is probably the same vid though, seeing as the entire team was peaced out by a Cwara user named taka(shi) or the like.
Title: Re: Re: Kishima Kouma current code changes (1.07)
Post by: ehrik on February 16, 2012, 04:33:39 PM
I bet you came in here just to post WARA BODIES AN ENTIRE TEAM!!1111

jerk.

This is probably the same vid though, seeing as the entire team was peaced out by a Cwara user named taka(shi) or the like.

Haha yes :p

But man, the new options h kouma gets with diagonal teleports is pretty cool
Title: Re: Kishima Kouma current code changes (1.07)
Post by: AARP|ZTB on February 16, 2012, 05:19:49 PM
Yeah that's what I was mostly getting exited about: Kouma w/ wara-esque air mobility/options in neutral. what was even more interesting was how it was incorporated into air combos and air guard strings. This and his 3D fg style frame traps are tempting me to pickup H on the side.   >:D
Title: Re: Kishima Kouma current code changes (1.07)
Post by: dumba989 on February 17, 2012, 10:34:38 AM
Yeah that's what I was mostly getting exited about: Kouma w/ wara-esque air mobility/options in neutral. what was even more interesting was how it was incorporated into air combos and air guard strings. This and his 3D fg style frame traps are tempting me to pickup H on the side.   >:D

H-Moon is simple enough to pickup & the execution is not an demanding as F-Moons with the exception of the j.C>j.22b>airthrow ender. J.22b is SO useful
Title: Re: Kishima Kouma current code changes (1.07)
Post by: SolarSkurge on March 04, 2012, 07:16:43 PM
Kouma threads are so dead guysss. I may make an H Kouma combo vid, as I'll be switching to him tonight. Anyone wanna contribute?
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Benny1 on March 05, 2012, 06:44:41 AM
I'll see if I can get a recording of my W.Len loop.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Jetlag on March 12, 2012, 04:53:46 PM
Hey guys, new member here saying hello. I've been playing Kouma since the old Act Cadenza days but I really wasn't that good at the game since I had my eyes focused more on other fighters. But I'm back into playing MB again and my first choice was actually H-Kouma. A lot of my friends advised me to pick another moon type but I wanted to learn H-Kouma. And it's odd because you never see any H-Kouma guides at all since he wasn't popular on the PS2 port from what I've read. But seeing this thread actually gave me hope that people are actually appreciating him. So thanks on that.

Unfortunately as I said previously, I'm not very good on MB though I am trying very hard. So if anyone have any advices on how to play H-Kouma better it will be pretty awesome. But are there other damaging BnBs that H-Kouma can do other than:

2AA > 2B > 5B > 5C > 2C > (Delay) 236B > 5A > 5C > 2B > Air-Grab

I do other simple combos that aren't worth mentioning but I want to know H-Kouma's greatest assets like Anti-Air 2B and from what I read now his Air 22B.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: dumba989 on March 15, 2012, 09:10:28 AM
It seems that JP is using the C/H 5A~2C loop to it's full advantage on the characters that it can be performed on.

http://www.youtube.com/watch?v=SKjfltGF2Z0&feature=g-all-u&context=G27b7957FAAAAAAAAEAA
14:36
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Amraphenson on April 18, 2012, 12:45:50 PM
Has anyone noticed that if you land 6c on C-Kouma, it combos into ex-dunk and AAD grab? Not sure if it's a gimmick or not, but it seems really scary.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Sashi on April 18, 2012, 12:53:30 PM
That is interesting, but if you landed a 6C, you can do more with a normal combo than if you ExDunk. 6k 6C AAD is pretty funny, though.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Amraphenson on April 18, 2012, 02:08:00 PM
Figured the EXDunk followup wasn't ideal.
Anyways, blabla > 2c 6c is C-Kouma's safe heat setup, right? And can you sandoori with C-Kouma?
Title: Re: Kishima Kouma current code changes (1.07)
Post by: FireBearHero on April 22, 2012, 12:16:45 PM
623B 236B enders should not be done after a super double jump.  You're far too high at that point to get any sort of a tech punish, those enders should only be done from low heights.

It's just 236B in the air. It's only 623B on the ground.
236B ender is better than airthrow. You can just let them chill up there and try to scoop them up as they try to get to the ground safely. c-kouma everything is air-unblockable.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: FireBearHero on April 26, 2012, 11:51:06 AM
Hey guys, new member here saying hello. I've been playing Kouma since the old Act Cadenza days but I really wasn't that good at the game since I had my eyes focused more on other fighters. But I'm back into playing MB again and my first choice was actually H-Kouma. A lot of my friends advised me to pick another moon type but I wanted to learn H-Kouma. And it's odd because you never see any H-Kouma guides at all since he wasn't popular on the PS2 port from what I've read. But seeing this thread actually gave me hope that people are actually appreciating him. So thanks on that.

Unfortunately as I said previously, I'm not very good on MB though I am trying very hard. So if anyone have any advices on how to play H-Kouma better it will be pretty awesome. But are there other damaging BnBs that H-Kouma can do other than:

2AA > 2B > 5B > 5C > 2C > (Delay) 236B > 5A > 5C > 2B > Air-Grab

I do other simple combos that aren't worth mentioning but I want to know H-Kouma's greatest assets like Anti-Air 2B and from what I read now his Air 22B.

(2A 2A) 5C 5B 2B 2C 236B 2A 5C 2B AT

5C starter does more damage. The rebeat penalty from 5C 5B is gone by the time 2A 5C 2B happens so no worries about them stacking. 5C 2B 5B technically does more damage (10 more or something), but can fail due to distance depending on how slow/fast you had to poke with 2As and 5C. As a general rule replace 5A with 2A whenever possible because 2A has 5% less proration.

Plus don't get used to starting with 2A 2A 2B. Use a standing normal (5C) after 2A 2A so you don't have another habit to break when you have to learn to wakeup-DP OS against people who pick eaSion to faceroll.

Starting with 2A 2A 2B also has another very distinct disadvantage- the pushback means you can't 2A 2A 2B 214B. The 214B will simply not connect. 2A 2A 5C 5B 214B works, as well as 2A 2A 5B 214B. 2A 2A 5C 5B has the advantage of not looking any different than a regular ideal OS blockstring that they know they can't mash out of except oh shit i'm getting thrown. 2A 2A 5C 5B 214B is also at the perfect distance to make their 2A and 5A stuff attempts hilariously whiff in case they have a less than complete understanding of what is happening.
Title: Kishima Kouma current code changes (1.07)
Post by: Sashi on April 26, 2012, 12:34:34 PM
You can also do fun double 6AA stuff like 5BCA6AA2C236B5A6AA2B Airthrow. Looks cool. Not very useful.

EDIT: Delay the hits in 5A6AA very slightly or it might drop and be not hype.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: FireBearHero on April 26, 2012, 12:37:48 PM
You can also do fun double 6AA stuff like 5BCA6AA2C236B5A6AA2B Airthrow. Looks cool. Not very useful.

2B 5B 5C 5A 6A 6A xx 5A 5C 2B AT is actually not far behind in damage compared to the 236B stuff if you aren't confident in your 2C x 236B timing.
Title: Kishima Kouma current code changes (1.07)
Post by: Sashi on April 26, 2012, 01:57:10 PM
But that's not hype.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: FireBearHero on April 26, 2012, 02:13:15 PM
Neither is dropping shit all day that's not only hard to time to begin with, but also varies on pretty much every character.

2A 2A 5C+D 5A 5A 5B 2B 2C 236B tk236B 236B I DARE YOU TO TECH BRO
Title: Re: Kishima Kouma current code changes (1.07)
Post by: FireBearHero on April 28, 2012, 02:33:26 PM
H-Moon is simple enough to pickup & the execution is not an demanding as F-Moons with the exception of the j.C>j.22b>airthrow ender. J.22b is SO useful

protip: airthrow has more advantage the lower you do it to the ground. j.22b is not for combos.
You want that classic MBAC sandoori don't you? Yeah you do.

Likewise j.236B 236B stops being a tech trap and just becomes stupid as hell to do unless it's basically TK'd right over the floor against a standing/crouching opponent or someone very, very low to the ground.
example: 236B hit against a standing or crouching opponent can be followed up by TK j.236B 236B to become a tech trap.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: ehrik on April 29, 2012, 11:52:08 AM
J22b is for confirms where kouma is too far below them to finish the air ender and can be used as a neutral tool
Title: Re: Kishima Kouma current code changes (1.07)
Post by: FireBearHero on April 29, 2012, 12:00:31 PM
J22b is for confirms where kouma is too far below them to finish the air ender

I've never actually seen this happen. 6 frame j.b counter hit god.
also because blocked 2A 2A 5C 5A 5A 5B 2B 2C spaces for 623A to only hit once upon counter-hit which makes it not suck dick since you can scoop it up with 2C 236B 5A 5C 2B AT

Shit, adding 5A(s) has turned it into a 1 frame link and more reliant on the 236B timing (too late and the link becomes 0 frames despite getting the untechable knockdown from second 236B hit as normal) on sion/v.sion etc
Obviously it would, but I spent a long time trying to grind it out without realizing that. (it almost feels practical now)
2A 2A 5C 5A 5A (6A) 5B 2B 2C 236B xx 5A 5C 2B AT does work on the entire cast though. Practical against the more floaty characters immune to c-kouma 2C 5A 236A 5A 236A 5A 236A it seems (it won't become a 0-frame link because of 236B not being perfect. No matter what you do. I've tried.)

Generally if they're going to unblock it's between 5A and 5B or where they're used to you mixing in command throws so it's easier than you'd think by a large margin. Definitely a good idea for the whole thing to work in case you catch them sleeping on wakeup, though.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: BlueBlueAquamarine on June 09, 2012, 01:12:13 PM
j.22b airthrow looks cooler.  :toot:

It seems that JP is using the C/H 5A~2C loop to it's full advantage on the characters that it can be performed on.
That looks nifty, kinda like F-Arc 2c 236b stuff. Any details on that? If not, guess I will experiment with it.

And can you sandoori with C-Kouma?
Sandoori isn't something that special. A bunch of characters (including all moons of Kouma) do it all the time. Check this post (http://www.meltybread.com/forums/game-engine-mechanics/what%27s-a-sandoori/msg60035/#msg60035) about what sandoori is. This is really important to all Koumas.

Also, a video demonstration (http://www.youtube.com/watch?v=Q_cl3Ya0cQs) some guy made. The stuff with j.[c] is F-Kouma specific. C/H-Kouma can also use air dodge, so they don't necessarily have less options.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: dumba989 on July 29, 2012, 12:26:37 PM
Don't know if anyone's seen this yet but H can corner to corner carry with about 85%+ HEAT doing almost 5K.
http://youtu.be/64CQPQjyH2U?t=10m9s

Will have to test & see if it's character specific or not.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: FireBearHero on July 30, 2012, 09:35:17 PM
Don't know if anyone's seen this yet but H can corner to corner carry with about 85%+ HEAT doing almost 5K.
http://youtu.be/64CQPQjyH2U?t=10m9s

Will have to test & see if it's character specific or not.

236C facing the corner can always put you behind them into the corner with fast timing of pretty much any normal afterwards (yikes 2C).
I've had it happen (on accident OTL) with pretty much every character by now and had to pick it up.

Cancelling into it for the awesome trade (okay double counter hit cross-counter with my super-armor wallslam EX, retard) when they're in the corner can be pretty damn annoying because of it.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: dumba989 on March 16, 2013, 10:27:47 AM
Don't know if anyone playing this character has seen these (you probably have) but I have some vids from my YouTube playlist that show off Kouma (mostly F-Moon) things that I thought were worth putting on here, especially for newer players, leave your comments on here for discussion, etc.

This first one is Kaimaato Vs. GO1 at SBO2010
http://youtu.be/Em3-8t40Hfk

The vids are basic tutorials of F-Kouma as far as normals, combos, and options off of okizeme
http://youtu.be/cTX4-QYLlMs
http://youtu.be/7kAfAowD84E
http://youtu.be/Q_cl3Ya0cQs

The next videos have timestamps marked by me on them so you can FF to get to the juicy stuff
http://youtu.be/DIuXtLmmenE (Mainly H-Kouma stuff)
http://youtu.be/SKjfltGF2Z0 (Footage of JIN playing all 3 moons but H a majority of the time)
http://youtu.be/ZgE21WrQW7Y (Melty Bread has commented on matches on the video as well)
Title: Re: Kishima Kouma current code changes (1.07)
Post by: RetroStation on May 06, 2013, 01:35:28 PM
New user here, but an avid Kouma user.

C-Kouma BnB's:

5B 214C - Short, sweet and consistent
5A 5B(B) 5C 236C 236C, then:
-j.BC dj.BC AT
-623C
-236C
- AAD

F-Kouma BnB's:

5AA 5B 2B 5C 236A/B 236A/B 236C (delay), then:
-623C
-236C
- AAD

C-/F-Kouma gimmick: j.214B, airdash on block (AT punish if they jump toward you), j.214A, or j.214C immediately after hit.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Tonberry on May 06, 2013, 01:41:58 PM
New user here, but an avid Kouma user.

C-Kouma BnB's:

5B 214C - Short, sweet and consistent
5A 5B(B) 5C 236C 236C, then:
-j.BC dj.BC AT
-623C
-236C
- AAD

F-Kouma BnB's:

5AA 5B 2B 5C 236A/B 236A/B 236C (delay), then:
-623C
-236C
- AAD

C-/F-Kouma gimmick: j.214B, airdash on block (AT punish if they jump toward you), j.214A, or j.214C immediately after hit.

You should watch this http://www.youtube.com/watch?v=B9vjlumym1Y
Title: Re: Kishima Kouma current code changes (1.07)
Post by: RetroStation on May 06, 2013, 07:13:31 PM
New user here, but an avid Kouma user.

C-Kouma BnB's:

5B 214C - Short, sweet and consistent
5A 5B(B) 5C 236C 236C, then:
-j.BC dj.BC AT
-623C
-236C
- AAD

F-Kouma BnB's:

5AA 5B 2B 5C 236A/B 236A/B 236C (delay), then:
-623C
-236C
- AAD

C-/F-Kouma gimmick: j.214B, airdash on block (AT punish if they jump toward you), j.214A, or j.214C immediately after hit.

You should watch this http://www.youtube.com/watch?v=B9vjlumym1Y

Thanks. My execution still needs work (Alt'ing between standing and crouching normals scrambles my brain sometimes), but I'll get there :)
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Tonberry on August 23, 2013, 11:50:18 AM
2b or not 2b  :laffo: http://www.youtube.com/watch?v=GxghLL1t2fU
Title: Re: Kishima Kouma current code changes (1.07)
Post by: dumba989 on September 23, 2013, 07:54:14 AM
2b or not 2b  :laffo: http://www.youtube.com/watch?v=GxghLL1t2fU

Good shit posting that, remembering combos etc. gets tricky but this helps alot, now I need to find that list of characters combo routes for OTGs & stuff
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Inso on November 05, 2013, 08:23:58 PM
Ever since I've seen Mat Coma playing Crescent and taking a tournament in MBAA I've been curious about the character, and last month I finally gave him a chance. His pressure is a lot trickier to pull off than I thought and he suffers a little on neutral, but overall he is a very good character, consistant damage off any confirms on the ground. 

I feel one of the reasons he was left so unexplored is because of how easy it is to play F, and also because he is the most distant of his pre-moons system's self. Didn't play much with his loop b/c it had character specific timmings and I usually don't like touching that stuff. Anyways, this is something I thought would be interesting to share:

http://www.youtube.com/watch?v=Ne0o4gRFFqI
Title: Re: Kishima Kouma current code changes (1.07)
Post by: koorimusha on February 19, 2014, 10:32:03 PM
I like Kouma. Some C-Kouma stuff I made.... Pretty amateurish if you ask me, but just take it.

https://www.youtube.com/watch?v=IBf_BBXgSMc

Also, some sandoori stuff. For C-Kouma, once again.

https://www.youtube.com/watch?v=O6DuoOS1AEw
Title: Re: Kishima Kouma current code changes (1.07)
Post by: TheMaster_Rahl on February 20, 2014, 03:34:56 PM
Also, some sandoori stuff. For C-Kouma, once again.

First of all, good job on those. :)
Just want to clarify something to avoid confusion.

While your definition of sandouri is okay, I have a problem with its use here. In melty, usually the term refers to a specific kind of 3-way mix-up executed a specific way, that allows you to attack 3 specific points. I guess that what I mean is that a sandouri is a 3-way mix-up, but not all 3-way mix-ups are sandouri.

In your example, Kouma uses super jump to set up the mix-up. Sandouri set-ups are usually different, but not always. It depends on the situation and the char. They do always involve putting the char in a position where they can attack the opponent same side high, cross up low, & (true) cross-up high. Cross up high is the attack point that is called attacking sandouri.

So the set-up is typically executed with:
Dash > Neutral Jump > Return to Neutral > Float Back > (Mix-Up Option)
6A+B > j(8). > j(5). > j[4]. > (Mix-Up Option)
How this works to set up the mix-up options is that the neutral jump maintains dash momentum, so while you input neutral jump, you also are drifting forward to the P2 side of the opponent facing the wrong way. Return to neutral and then holding 4 will influence your momentum farther, in this case stopping your forward momentum from the dash input. You are left floating above the opponent on the P2 side facing the wrong way. This is just one set-up example. Others exist, but they tent to be char specific, and sometimes, situational. This example is the one that I see Kouma players go for the most often though.

Mix-Up Options are executed with:
Air Back Dash > Meaty Aerial High | for same side high.
j.4A+B > j.X
Land > Meaty Low Normal | for cross up low.
Land > 5/2X (whatever hits low)
Forward Double Jump > Instant Air Back Dash > Meaty(ish) Aerial High | for cross up high that must be blocked correctly; A true cross up.
This can be executed many ways, but the most common way is:
dj(7).* > j.4A+B > j.X
*Note that you are on the P2 side, but facing the wrong way still. So the dj(7). will correct your facing and then likely move you back to the P1 side of the opponent facing the wrong way. Once you dj. to correct facing, your inputs change to P2 perspective. Basically the controls are reversed, and the notation reflects this change. This is just general format, there may be char specific nuances.

Anyways, that's what I think a sandouri is. Your example may be a 3-way mix-up, but it is not a sandouri mix-up. If I have it wrong, though, let me know. This is not something that was ever explained to me the way I just did. It's something I learned by watching it happen in game and listening to JP commentary.

-NC TexasTim-
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Sashi on February 20, 2014, 11:04:25 PM
Thuuuunder drift. It's not santaku, it's a thunder drift. :v
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Inso on August 26, 2014, 08:57:19 PM
Some videos with tech that are old news to a lot of people but I decided to make videos because reasons.

http://youtu.be/it86fDiWgaI

http://youtu.be/jpB0WqCz4MU
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Tonberry on August 27, 2014, 03:13:47 PM
Some videos with tech that are old news to a lot of people but I decided to make videos because reasons.

http://youtu.be/it86fDiWgaI

I just skip the rekkas because I feel it increases the chance you'll drop the combo and they don't add significant damage.  :laffo:

http://youtu.be/jpB0WqCz4MU

You can do 6c j[c] j[c] 623a and pull them out of the corner if you DI back on your double jump(iirc, don't remember which jump you put DI on and I don't have my pad next to me to test)  :laffo:
Title: Re: Kishima Kouma current code changes (1.07)
Post by: Inso on August 28, 2014, 05:40:26 AM
Well, you just made my videos seem pointless sir

I do believe the damage difference is relevant tho
Title: Re: Kishima Kouma current code changes (1.07)
Post by: heavymetalmixer on September 18, 2016, 08:48:31 PM
Does anyone know C-Kouma's framedata on block?
Title: Re: Kishima Kouma current code changes (1.07)
Post by: HunTaire on October 03, 2016, 04:41:38 PM
Does anyone know C-Kouma's framedata on block?

Open OBS (I know you use that), set to record on 60 FPS, go to training and set the dummy to block always and start recording what you want to check. If you are still using Window Media Player in 2016 then right click anywhere > Enhancements > Play speed (Mejoras>Conf. de Velocidad de Reproduccion) and you can go frame by frame and check block frame data and pretty much everything else.
Title: Re: Kishima Kouma current code changes (1.07)
Post by: heavymetalmixer on October 03, 2016, 07:04:40 PM
>Media Player on 2016
LOLNOPE

But that option seems interesting, maybe using a video editor to check the recordings would be nice. Hell, Maybe I could even get every character frame data if I have time . . . The problem is what do I do for the recordings? Do the move on block and try to jump as fast as I can, and put the dummy to do it too?