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Author Topic: MBAA: F-Kouma Thread  (Read 11575 times)

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MBAA: F-Kouma Thread
« on: February 09, 2010, 03:41:27 AM »
C-Kouma's thread has been around for some time, so it's about time someone got an F-Kouma thread started.  We'll clean this up and add things as we go, but probably the most important part is getting this thread started.  If any of this is wrong, please PLEASE speak up so it can be changed.  Because I like the format used in the C-Kouma thread, I will use it and alter where I see fit - I hope you don't mind, Xie.

I like F-Kouma because:

-Anti-air grab, also known as Manliness grab or just MANLINESS
-Ground command grab
-Sandoori options are fairly easy to pull off
-22C for 2 seconds of unadulterated super armor, which makes him invulnerable to certain AD's/AAD's & LAST ARCS HELL YEAH
-Manliness grab :teach:
-His stomps are great for counterhits, and
-His command dashes have the same animation as his stomp, great for fakeouts
-His command dashes have evasion frames at startup, also useful for avoiding AD's/AAD's  :toot:
-F-Kouma can combo into his AAD, which is pretty much the greatest thing ever
-did I mention his MANLINESS GRAB??? :V

I hate F-Kouma because:

-Ground command grab has smaller range affecting both A and C versions, compared to other forms with better range
-Only one normal is actually low - 2C - making high-low mix-ups nearly non-existant.   >:(
-22C for 2 seconds of unadulterated super armor, which makes him eat assloads of damage on certain AD's/AAD's :o

Normals: F-Kouma's normals are pretty much exactly as they were back in MBAC

5A - Bitch slap.  Kouma backhands whichever ho is dumb enough to be this close to him and disrespect his burning manliness.  This normal sucks, you probably should never use it unless you KNOW you can counter an air opponent with it.  And even in those cases, 2B is a far better option.  So don't use it if you can help it.
Raw damage: 400
Compensation value: 80%


2A - Side chop that looks more like he's reaching his hand out for a team chant.  It's fast and useful for pokes, but keep in mind that it's not low, so don't try to mix-up with this.
Raw damage: 350
Compensation value: 75%


5B - Forward advancing palm strike.  Aside from being good for punishes if you can get a good grip on spacing, 5B is pretty awesome because it has no proration.  It's pretty hard to combo into it from 2A, so while you *could* get better damage with it, don't replace 2B with 5B because the higher execution really isn't worth it.
Raw damage: 700
Compensation value: 100%


2B -  Kouma pushes his disfigured hand into the air, hitting with his palm.  This normal is your best bet when trying to counter hit airborne opponents, because if you time it right, you can beat out a lot.  It's really the only anti-air option he has, other than MANLINESS - and this is really the better choice, since if you get a counter hit, you can simply wait for them to get in range, then 5C -> manliness.  Delicious.
Raw damage: 800
Compensation value: 70%


5C - Kouma pulls his arm back and snaps it foward.  This is fast and has the greatest reach of all his normals.  It's strong and combos into 6C or manliness or rekka with ease, so use it!  While it's not good for pokes, its great range and speed allows you to use it for tech-punishes, making it a meaty to fear.
Raw damage: 1000
Compensation value: 90%


Charge 5C - Same as above, but instead of hitting, it grabs.  Seems good, but it's dangerous to use because it has a long charge time.  If you meaty with 5C enough, you can scare the opponent into letting you do this, as it's unblockable.  If you do connect with it, you'll have two options.
The first is to let it do its thing - normally, this move throws the opponent backwards, wallslamming them.  If you're at least half screen away from said wall, you can dash towards it and manliness your way to happiness.  This is fantastic for setting up his corner otg if you've got the meter for it, or baiting a ground tech so you can put it to 'em some more.  Beware - if you're already against the wall, in order to connect the 623B you'll need to hit with 5A first, then go into manliness; otherwise, you'll push past them, missing embarrassingly.
The second is to hold 2 - this is the same as using his 214A/B and holding 2, it plants the opponent behind you.  Not enough time for sandoori, but enough for oki.   You cannot otg from this, so abuse this fact.
Raw damage: Wallthrow - 1300 / Hold down - 1800
Compensation value: Wallthrow - 75% / Hold down - 100%


2C - Same motion as MBAC, he does his downward arm sweep.  Just like in MBAC, it has lots of startup and is really terrible on whiff.  Get used to using this, though - his combos all use it.
Raw damage: 1200
Compensation value: 50%


Charge 2C - Same as above, except even slower because you're charging it.  Aside from higher damage and lower proration, this is far worse than 2C.  It does have its uses, though - it's safe on block, which is good because it actually does decent guard damage.  Just be careful not to hold C when using 2C in his combos, otherwise you'll drop them and be forced to facepalm.
Raw damage: 1500
Compensation value: 70%


6C - Kouma pulls his arm in, slides forward and pushes his forearm in a backwards C motion (when facing right), creating a fiery gash in the air.  This is one of his better normals since, like his 5B, gives him foward momentum.  The only drawback is that it adds distance during blockstrings, so if you were planning on rushing in for a 214A/B, don't use this because you'll be pushed too far and you'll get eaten alive if you try to grab.  HOWEVER - if you've got them in the corner, 214B will connect after 6C as long as your opponent doesn't see it coming, thanks to 214B's awesome range.
Raw damage: 700
Compensation value: 50%


j.A - Like his 2A, but in the air.  Since, much like his MBAC counterpart, F-Kouma cannot air combo, you won't really be using this.  It's fast - so fast, in fact, that if you weren't watching carefully it looks like his normal empty jump.  It's also really short and that pretty much makes it complete ass.  Don't use it for air-to-air, jB is usually better.  If you do connect but you don't get a counter hit, you can always 214C for extra damage, but unless you kill with it this generally isn't worth the meter - and that goes for the other three air normals, too.
Raw damage: 300
Compensation value: 75%


j.B - Just like his 5B, he pushing his hand out for a palm strike.  Doesn't advance him of course, but it has good range so if you need something for air-to-air, this is it.  Slower than his jA, but its reach makes up for it.  Remember - F-Kouma can't air combo, so j.B air-to-air is only good for getting counter hits.
Raw damage: 800
Compensation value: 90%


j.C - Same motion as MBAC, he does his reaching out arm strike.  This is great for jump-ins, but for air-to-air not so much.  The only time you want it for air-to-air is if your enemy is below you, in which case go for it.  Slower and less reach than j.B, and combos into 214B.
Raw damage: 1000
Compensation value: 85%


j.Charge C - Same as above, but longer startup as a result of charge.  This move can be jump cancelled on hit/block!  It's used heavily in his combos, but in order to do so you'll need to get used to pressing C the moment the game allows.  Takes time to get used to, but oh so worth it.  As all his best moves, this can go into manliness when combo'd correctly.  It also does tons of guard damage.  But most importantly, if your charge is still going and you hit the ground, it counts as an empty jump.  More fakeout madness?  Yes, please!  (But be careful not to do this by accident!  You'll be in for a world of pain)
Raw Damage: 1500
Compensation Value: 90%



Specials: Most are from MBAC, some new ones join the fray

236A/236B - Rekka Attack
The rekka from MBAC comes back with a vengeance.  The most important thing to remember is that there is no proration on the rekka, with the exception of  the C-ender.  That means you're pretty much always going to want to throw in rekka when you can combo it.
While A and B look the same, there is one slight difference - B moves farther.  That said, the first two hits act in the same manner - the only thing that changes is the last hit, which is dependant on what button you press.  Also, keep in mind that you can stagger each hit, so mix it up.  If you don't, it'll be really predictable which will lead to your opponent shielding you - the worst thing that could ever happen while you're doing this.
This move grants you 1-hit super armor during startup - a second hit will kick you out of it and into counter-hitstun.
For the first two hits, Kouma slides forward, stretching out his arms and alternating them in a one-two fashion.  The last hit is listed below.
Raw Damage: 550 each
Compensation Value: 100%

  
236A ender - Kouma jumps in the air, slightly back, and kicks.  If you're at the edge of this move and they're blocking, this will NOT connect.  Good for beating escapes.
Raw Damage: 600
Compensation Value: 100%


236B ender - Kouma jumps in the air, moving forward, and kicks.  Awesome because of crossup, stagger this and guess right and you'll get oki.
Raw Damage: 600
Compensation Value: 100%


236C ender - Kouma reaches deep into his mind, finding the ultimate truth and decides to stop fighting.  Then realizes that it's too late, so he nut punches instead.  It has weird timing, but the good news is that it can be charged.  Charging only delays when it hits, and if you perform a full charge, you'll get a quicker recovery.  Perfecting the full-charged C-ender is the basis of performing his rekka combo.
It's also important to note that this ender can be EX-cancelled.  For example, if you're using this in a block-string, end with this and cancel into 22C.  Congrats, now you have super armor for 2 seconds.  (That example isn't exactly safe, but it's an idea)
Raw Damage: 550
Compensation Value: 70%


236C - EX Rekka
Kouma slides like the first hit in his rekka, but instead just slides a bit more.  Does 3 hits, and wallslams.  This is a get-away-from-me move, except it's not very useful.  You can combo after wallslam if you're already facing the wall, but you need to hit with 5A first and then go into manliness if you're looking for that.  You can also charge it, which nets higher damage and is good for bait - especially because it has super armor on startup.  It's supremely unsafe on block, though.  Try not to use it as you have better uses for meter than this.
Raw Damage: Natural - 2200 / Charged - 3900
Compensation Value: Natural - 80% / Charged - 70%


623A/B - Anti-air Grab a.k.a. Manliness Grab a.k.a. MANLINESS
Kouma sends his arm into the heavens, grabs his airborne victim and plunges them into a world of madness.  It's your basic anti-air grab turned fiery and awesome thanks to the man with one expression.
All three versions have a point where they will hit instead of grab, which launches the opponent.  Generally, if your opponent is still on the ground or if they're too high in the air, it'll launch instead.  If that happens, just position yourself relative to your opponent.  Don't try to follow up because you're probably not gonna get anything.

623A - Explodes opponent in Kouma's hand.  This plants them in front of you and, like 214A/B, is your set up for sandoori.  Lots of things combo into this which makes this move essential.
Raw Damage: Grab - 2000 / Launch - 1000
Compensation Value: Grab - 100% / Launch - 70%


623B - Kouma grabs the opponent and busts their face on the ground, bouncing them away from him.  This is used to distance yourself from your opponent, but you can also use it in the corner for otg combos and tech-punishes.  It's slightly stronger than the A version, but it's also harder to combo into because Kouma moves forward when he reaches in the air.  As I mentioned before, if you want to combo into this from any wallslam move and you're already against the wall, you'll need to first hit with 5A and then go into 623B.
Raw Damage: Grab - 2200 / Launch - 1000
Compensation Value: Grab - 100% / Launch - 70%


623C - EX MANLINESS
Same animation as B version, only he slows down a bit after the grab for anticipated pain.  Strong, easy to combo into and just plain good.  I believe it's safe on block, as well.  This is used in his otg combo.
Raw Damage: Grab - 3000 / Launch - 1500
Compensation Value: Grab - 100% / Launch - 70%


22A/B - Stomps
Kouma puts his foot down, and fire springs forth.  The fire itself does damage and Kouma has super armor during this move.  Just watch out, because he doesn't have armor during the startup.  The A version comes out quickly and has long recovery, and the B version comes out slowly but has quick recovery - quick enough to combo into Manliness.
The stomps also reflect certain projectiles, which is listed at the bottom.  For that I borrowed Apocalypse's post from the MBAA: Actress Again Kouma Discussion thread.  http://www.meltybread.com/forums/kouma-kishima/mbaa-actress-again-kouma-discussion/msg61584/#msg61584
Raw Damage: 1000
Compensation Value: 75%


22C - EX Stomp
Kouma puts his foot down, and an explosion occurs.  You can do damage with this move, the super armor activates instantly and it last for 2 seconds.  It makes for a decent reversal, but of course, this comes at a price - 22C has deceptively smaller range than 22A/B.  Keep in mind that you can still be thrown out of the startup of this move, so characters like Miyako and Arc - who can combo off of throw - will laugh at you if you 22C at an inopportune time.  If they wait until afterwards, you can always throwbreak - but if you don't, they'll be able to combo you as if you had no armor at all.
Raw Damage: 1000
Compensation Value: 100%


214A/B - Command Grab a.k.a. OMNOMNOM  (just kidding, but man he eats you up)
Kouma reaches with an overhead swipe and picks his enemy up off the ground, then he stares angrily at the screen (GRR KOUMA HUNGRY) as he barbeques his victim.  As with all command grabs, your opponent cannot throw break this, so eat to your heart's content.  The A version comes out quickly and has short reach, and the B version comes out slowly but has fantastic reach.  You can hold 4 to wallthrow your opponent, or 2 to throw them on the ground.  If you're not in the corner, you'll want to let the natural explosion occur, since that'll set you up for sandoori.  Holding 2 seems like it'd be good, except just like on Charge 5C, the opponent recovers much faster when you hold 2, so it's only good for basic oki, not sandoori.  If you're against the corner, you can wallthrow into 5A and 623A/B, like always.  You cannot otg from this, so abuse this fact.
Also important, if you manage to grab with this and need just a bit more for damage, you can input 236C to up the damage some, not to mention place the opponent in an untechable state for some oki - no sandoori though, there's too much distance for that.
Oh yeah, this grabs limbs btw.  Totally awesome.
Raw Damage: Natural - 2000 / Wallslam - 2700 / Groundslam - 2200 / EX Followup - 3000
Compensation Value: Natural - 100% / Wallslam - 25% / Groundslam - 100% / EX Followup - 100%


214C - EX Command Grab a.k.a. Kouma Dunk (for serious this time)
Same as above, except when he connects Kouma gets some hang time and explodes his foe into the dirt, reminding them that THEY CAN'T BRING THAT SHIT IN HIS HOUSE.  This is a great reversal, but it got some serious nerfs compared to how big the reach used to be - and still is in his other forms.  That said, Kouma's invincible during the startup, so if your opponent is that close on wakeup and you don't smell a jump, it's time to grab a glass of milk and dunk some cookies.
The greatest assest about this though, is the fact that it's startup is instant/near instant.  You can actually use this to grab, unlike Crescent (and Half?) Kouma where you can jump on reaction to the superflash.
Raw Damage: 3200
Compensation Value: 100%


421A/B/C - Command Dash
Looks like a stomp, dashes like a beast.  This move is great because it uses the same animations as the stomp, and it grants you super armor during the dash, AND there are evasion frames during the startup of the dash.  You can get left/right mixup using this, and while you won't be able to escape blockstrings with this, you can use it to get out of corners when your opponent attempts any air attack. (though you might take damage, so be careful)
A version looks like B stomp, then dashes, B version looks the same, but dashes farther than A version.  C version looks like A stomp, but fake dashes and Kouma stays in place.  Brilliant.
Obviously this doesn't do any damage.

j.214A/B - Dive Kick
Kouma leans back in the air, stopping momentum (???) and kicks to the ground.
This move has several uses, the last of which is super important.

1) You find yourself in the air, but your foe is on the ground.  Not only are they on their way up, but you know they've got some kinda move that'll outprioritize your j.C so you can't use that.  214A/B lags Kouma just enough that he'll hit a lot of enemies who are just below him.
2) You're about to jump, but realize that it'll put you at a disadvantage.  Have no fear, TK that Dive Kick, and no one will be the wiser.
3) B version gives you air action, on hit or block.  (just don't miss!)  This means you can
- air dash, back or forward, if you have it
- air jump/superjump, if you have it
- j.22 ANYTHING.  j.22 gives you air movement/drops, which is really awesome

A version hits and goes past the opponent, B version hits and bounces you off the opponent, giving you air action.  You can end a combo in j.C then do j.214a and fish for CH with 2b.  B version is pretty much better most of the time, because if you have it, you can air-dash afterwards and air-throw your enemy as a tech-punish, or air back-dash/22C if you need to just gtfo.  Especially good because it bounces you even on block.  Still, you don't want to spend too much time in the air if you're aiming for damage - aside from starting with j.C or CH, F-Kouma doesn't have a strong air-to-ground combo.
A version cannot cancel into 214C, B version can.
Raw Damage: A/B - 1000
Compensation Value: A - 70% / B - 100%


j.214C - EX Dive Kick a.k.a. Godammit I meant to do something else now I just wasted 100% meter FFFFFFFF
This move is pretty useless.  Only use it if you connect with 214B and want that extra damage to win the match.  It's unsafe even on block, so throwing it out randomly will get you hurt.
Raw Damage: 2500 (2 hits - 600 + 1900)
Compensation Value: 80%


j.22A/B/C - Air Command Dash
A command dash similar to 421A/B/C.  Only difference is the unique animation since there is no air stomp, and no super armor.  Without super armor, this is a really risky move to use.  Take care when pressuring with this, the recovery is not as good as it seems.  However, combined with 214B, this becomes an incredible positioning tool.  If they block, you can 22A/B to go forward, or 22C or drop straight down.  While this is always dangerous, using this for air movement should cause your opponent to start second guessing where you're going to be, which leads to more opportunities for Kouma to get the drop on them.
Again, does no damage.

Arc Drive - ENJOU
Kouma picks his foe off the ground and burns them in a fiery blaze.  Or, if he's not close enough, smacks them with his palm and wallslams them.  It's decent as an AD, but it's not nearly as good as his AAD.  Always does the hit instead of grab against an airborne opponent.  Do not try to combo from wallslam with this, there's not enough time.  Either get ready for oki if you grabbed, or be prepared to tech-punish/otg if you hit.  Not safe on block.
I'm not including the Raw Damage because the game is kinda unreliable about that, just know that the damage for each hit is prorated by 50%, and the combo is 12 hits (though for some reason, the game only counts 11)

Advanced Arc Drive - DAIENJOU
Kouma grabs his foe and burns them so hard it hurts HIS BRAIN to try and comprehend it.  Or, if he's not close enough, smacks them with his palm and wallslams them.  Then the player facepalms because s/he missed a great chance to do some real damage.
What makes this AAD so great is that you can combo into it easily - either from rekka, from 5C, from 6C, from 2B - hell, from pretty much anything.  (recently I did it off of 5A)  It's the strongest move in his repertoire as far as straight damage goes, so use it if you get the opportunity.  Not safe on block, but safer than AD for sure.  Just like C-Kouma, you can grab airborne opponents with this.
I'm not including the Raw Damage for the same reason as above, exchange 12 hits for 18 and 11 counts for 17.

22 Reflectors

Apocalypse said : Well, I went through the majority of the cast to see what 22A/C can and can't reflect.  As far as I can tell, 22B and j.22A/B/C don't have the reflective property, but I didn't really test it out, so please correct me if it does.  Here's what I have so far (have not tested on the Necos, Akiha's, and anything with Kohaku or Hisui, team or solo).  Also, unless specifically mentioned, both 22A and 22C will work.
I placed the strikethrough myself, as I tested with 22B against H-Warc and saw that, in fact, it does reflect.  In fact, the reflection frames seem to be longer in 22B than they are on 22A.  j.22A/B/C do not reflect.  Will test all the others at a later time, when I'm not so sleepy.

C-Warc: 214A/B/C, j.214A/B/C and 63214C
H-Warc: 214A/B/C, and j.214A/B/C       Does not work on 236A/B/C
F-Warc: 214A/B/C, and j.214A/B/C      Sidenote: 22A will counterhit in your favor if done in reaction to 63214C (the dash claw ex)

C-Aoko: Nothing
H-Aoko: 214A/B/C    Note: C version will Circuit Break Aoko if it hits her after it is reflected.
F-Aoko: 236A/B/C    Note: I've only been able to reflect 3 of the hits of the C version with 22A, which will get you about 1k.  22C will reflect the entire thing for 1.5k.

C-Ciel: 214[A]/B/C, j.214A/B/C   Note: Reflected 214[A] keeps the "stick and explode" property.  I've only been able to reflect the first two parts of 214B with 22A.  22C is weird because the first 214B knife will go straight through Kouma, and the last two will be reflected.  22A will reflect the first 3 knives of 214C, with you taking and giving about 500 damage.  22C against Ciel will reflect 4 knives, doing 600, with you taking about 100 damage.  Against j.214C, it will only reflect the first two or so knives, you'll eat the rest of it.
H-Ciel: 214[A]/B/C, j.214A/B/C, 236[A]
F-Ciel: 214A/B/C, j.214A/B/C    Note: 22A can reflect the knife of j.214C, but not the shadow that comes out.  If you reflect the knife, the shadow will still come out and damage and freeze Ciel in place.

C-Sion: Nothing
H-Sion: Nothing
F-Sion: Nothing

C-Wara: 2[C], 63214C   Note: 22A will reflect one ring, 22C will reflect both.  If the Warc shadow is right on top of you, then both rings will hit you and not be reflected.
H-Wara: 63214C   Note: Same as above.
F-Wara: 236A/B/C, j.236A/B/C

C-Roa: Nothing
H-Roa: Nothing
F-Roa: Nothing

C-Mech: Nothing   Note: wut
H-Mech: 236A/B/C   Note: 236B(golden fist) can only be reflected by 22C.
F-Mech: 236C, 214[A]/{B}/C   Note: Doing 22A/C against 214[A]/{B} is a bad idea.

C-Len: Nothing
H-Len: Nothing
F-Len: 236A/B/C

H-Satsuki: 22A/B/C

C/H/F-Ryougi: As far as I can tell, nothing.  I have not been able to reflect the thrown knife, but that could just be timing issues on my part, as it is fairly fast.

C-WLen: Nothing
H-WLen: Nothing
F-WLen: 236A/B/C, j.236A/B/C

C-Chaos: 236A/B
H-Chaos: 236A/B
F-Chaos: 236A/B   Note: Using 22A/C on the 236B bird will cause it to turn around and head towards Chaos.  If the bird is fairly close to you when you do the 22A/C, it will just dart towards Chaos instead of hovering to him.


AD/AAD, Last Arc and Super Armor

This section is dedicated to what you can do during your opponent's AD/AAD, and what can be done to prevent Last Arc, if possible.  I'll be going through each character (aside from Archetype Earth) and list the advantages of having Super Armor, otherwise known as being Kouma.

Aoko - If you have Super Armor on, you will eat unprorated damage, so use with caution.

AD
22A/B
   Can't be done on reaction.
   Super Armor isn't long enough to sustain it.
22C
   Can be done on reaction.
   Super Armor lasts long enough to hit Aoko before she recovers, but not before her AD ends - her recovery is still decent, and you can't move during her AD, so only attempt this if you are close enough to actually do something.
421A/B/C
   Can't be done on reaction
   If you do it early enough, but not too early (regardless of distance) be sure to jump over the second hit, or shield it.
   You can also perfom this if you block the first hit.
   You can hit her before her AD ends!
236A/B
   Don't do it.  The Super Armor is only one hit.
236C
   Invincible even uncharged.  Crosses up if you're close to her.  It doesn't hit her out of AD for some reason, though that's okay since you get to combo if you're close enough.
   If you aren't close enough, it'll hit you.

AAD
22A/B
   Can't be done on reaction.
   Super Armor isn't long enough to sustain it.
22C
   Can be done on reaction.
   Super Armor survives first 2 blasts, breaks on the third.
   You can escape the third hit by ducking, dashing past, or 421A/B.
   Aoko recovers immediately after landing, so be sure to use your action before she lands, or use a meaty.
421A/B/C
   Can't be done on reaction.
   If you do it early enough, but not too early (regardless of distance) be sure to jump over the second hit, or shield it.
   You can also perfom this if you block the first hit, but sometimes the third hit will come out so be careful of that.
236A/B
   Don't do it.  The Super Armor is only one hit.
236C
   Can be done on reaction.
   Invincible even uncharged.  Crosses up if you're close to her.
   If you aren't close enough, it'll hit you.

Last Arc
   If you have Super Armor from 22C - even if she shields 22C's hit - she'll do her startup animation, but nothing will happen.  Punish it.

Other things
Aoko is invincible during her AAD, but not her AD.  Generally, if her AAD is blocked, the third hit will not appear, but sometimes (for unforseen reasons) it does.  EX Guarding it is usually best, especially because it's easy to do so once you've regular blocked it, and you get a slight frame advantage over regular blocking.  You can shield the second hit for tons of meter, too, so even if you just need a little more to win and you've got plenty of health, it's not best to eat damage in a risky move to win.
Be wary of trying to use her AD/AAD to Last Arc - Kouma has massive gams, so his leg will get hit by her beams if you aren't careful.  AAD has a larger hitbox than AD, as well.


Shiki Tohno

AD
22A/B/C
   Can be done on reaction, but...
   If you do it and you're not directly next to him, it'll connect with the Super Armor frames, and you'll still get hit.
   If you are next to him, you'll avoid the AD entirely and recover before him - proceed to punish.
421A/B
   Can be done on reaction.
   Ignores AD - No damage.
   Recovers before Tohno, but you'll be too far to do anything.
   If it connects to any Super Armor frames, you'll still get hit.
421C
   Can be done on reaction, but...
   If you do it and you're not directly next to him, it'll connect with the Super Armor frames, and you'll still get hit.
   If you are next to him, INPUT IT BACKWARDS AS YOU WALK PAST HIM -you'll avoid the AD entirely and recover before him - proceed to punish.
236A/B
   Don't do it.  He'll hit you every time.
236C
   Invincible during, so you're safe.  Don't waste time charging it, unless you hit it early and need the invincibility.

AAD
22A
   Can be done on reaction, but...
   If you do it and you're not directly next to him, it'll connect with the Super Armor frames, and you'll still get hit.
   If you are next to him, you'll avoid the AAD entirely but he'll recover first.
22B
   Don't do it.  He'll hit you every time.
22C
   Can be done on reaction, but...
   If timed right, you'll avoid the AAD entirely but he'll recover first, regardless of how close you are.  Easiest to do when you're right next to him.
   If timed wrong, it'll hit your Super Armor frames and you'll eat the damage unprorated.  Unlike AD, you can avoid taking damage from any distance with this, as long as it's done correctly.
421A/B
   Can be done on reaction, but...
   If timed right, you'll avoid the AAD entirely but he'll recover first, regardless of how close you are.  Easiest to do when you're right next to him.
   If timed wrong, it'll hit your Super Armor frames and you'll eat the damage unprorated.
421C
   Can be done on reaction, but...
   If you do it and you're not directly next to him, it'll connect with the Super Armor frames, and you'll still get hit.
   If you are next to him, you'll avoid the AD entirely and recover before him - proceed to punish.  No need to walk past this time.
236A/B
   Don't do it.  He'll hit you every time.
236C
   Invincible during, so you're safe.  Don't waste time charging it, unless you hit it early and need the invincibility.

Last Arc
   Unavoidable.  Don't let him do it.

Other things
DON'T TRY TO WALK PAST HIM FOR CROSSUP UNLESS you're using 421C, which is bested on AD by 22A/B.  Anything else will push you into it, so don't do it.
When next to Tohno, you can always jump instead of the above actions during AD and still hit before he recovers, but the above options look much flashier.  :V  However, if he does AAD, jumping doesn't give you enough time to do anything before he recovers.
You can also block his AD/AAD, but only if you aren't right next to him.  If you are next to him, it's unblockable.


Please add to this thread if you can, F-Kouma needs love, too.
« Last Edit: May 12, 2010, 02:16:14 AM by Level 0 »
I have much to learn.  Evidently I'm one of the few F-Kouma's in the west?  If I get good enough, maybe I can make people see why I like him.

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Offline dakanya

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Re: MBAA: F-Kouma Thread
« Reply #1 on: February 09, 2010, 08:08:55 AM »
Thanks for your work and creative MANLY writing, I've added it all to the wiki with minor edits. Please add and revise content as you see fit. I only took the first step to make it easier and as added incentive.

http://mbaa.mizuumi.net/index.php/Kouma_Kishima
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Re: MBAA: F-Kouma Thread
« Reply #2 on: February 09, 2010, 08:28:44 AM »
Some things I'd like to point out

-Damage is puny compared to his other forms, requires a lot of work if you're used to grapplers (tanks who eat damage and dole it out like nothing)

Half Moon Kouma hitconfirms frequently are between 1.5-3k.  Crescent gets more off air/22C CH but other than that he gets at most comparable damage to the double j[c] combo Full has.

2A - Side chop that looks more like he's reaching his hand out for a team chant.  It's fast and useful for pokes, but keep in mind that it's not low, so don't try to mix-up with this.  Or with F-Kouma.

You might want to change this in case people who don't play this game read this and actually believe that F-Kouma doesn't have mixups.

Charge 2C - Same as above, except even slower because you're charging it.  Aside from higher damage and lower proration, this is far worse than 2C.  I honestly think this was put in to piss off Kouma players, because its only purpose is to screw up your combos.  Who cares about its okay guard damage, this is a garbage normal so throw it away.

Charge 2c is safe on block which is rather nice since F-Kouma does not have many +frames moves unlike other Full moon characters.

6C - Kouma pulls his arm in, slides forward and pushes his forearm in a backwards C motion (when facing right), creating a fiery gash in the air.  This is one of his better normals since, like his 5B, gives him foward momentum.  The only drawback is that it adds distance during blockstrings, so if you were planning on rushing in for a 214A/B, don't use this because you'll be pushed too far and you'll get eaten alive if you try to grab.

In the corner you can do 6c and 214b will grab them after that.

22C - EX Stomp
Kouma puts his foot down, and an explosion occurs.  You can do damage with this move, the super armor activates instantly and it last for 2 seconds.  It makes for a decent reversal, but of course, this comes at a price - 22C has deceptively smaller range than 22A/B.  Keep in mind that you can still be thrown out of your armor, so characters like Miyako and Arc - who can combo off of throw - will laugh at you if you 22C at an inopportune time.  Like, in a block-string, for example.  Thank god for throw breaks.

While it's true you can get grabbed out of it, they have to do it during the startup because you can throw break if they try to wait for the move to end first.

214C - EX Command Grab a.k.a. Kouma Dunk (for serious this time)
Same as above, except when he connects Kouma gets some hang time and explodes his foe into the dirt, reminding them that THEY CAN'T BRING THAT SHIT IN HIS HOUSE.  This is a great reversal, but it got some serious nerfs compared to how big the reach used to be - and still is in his other forms.  That said, Kouma's invincible during the startup, so if your opponent is that close on wakeup and you don't smell a jump, it's time to grab a glass of milk and dunk some cookies.
Raw Damage: 3200
Compensation Value: 100%

You can actually use this to grab though, unlike Crescent (and Half?) moon Kouma where you can jump on reaction to the superflash.

421A/B/C - Command Dash
Looks like a stomp, dashes like a beast.  This move is great because it uses the same animations as the stomp, and it grants you super armor during the dash, AND there are evasion frames during the startup of the dash.  Great for escaping, great for fakeouts, great for moving in - this is just great.
A version looks like B stomp, then dashes, B version looks the same, but dashes farther than A version.  C version looks like A stomp, but fake dashes and Kouma stays in place.  Brilliant.

I think it's a little more important that Kouma gets left/right mixup with this then it is for "escaping" since you aren't going to be able to get out of most blockstrings with this anyways and he has other more reliable reversals.  

j.214A/B - Dive Kick a.k.a. that one move you probably won't use
Kouma leans back in the air, stopping momentum (???) and kicks to the ground.
This move has two uses.
One) You find yourself in the air, but your foe is on the ground.  Not only are they on their way up, but you know they've got some kinda move that'll outprioritize your j.C so you can't use that.  214A/B lags Kouma just enough that he'll hit a lot of enemies who are just below him.
Two) You're about to jump, but realize that it'll put you at a disadvantage.  Have no fear, TK that Dive Kick, and no one will be the wiser.
A version hits and goes past the opponent, B version hits and bounces you off the opponent, giving you air action.  B version is pretty much better most of the time, because if you have it, you can air-dash afterwards and air-throw your enemy as a tech-punish, or air back-dash/22C if you need to just gtfo.  Especially good because it bounces you even on block.  Still, you don't want to spend too much time in the air if you can help it.

You can end a combo in jC then do j214a and fish for CH with 2b.

Anti backdash stuff
meaty 2a(whiffs) 2c
meaty 2a(whiffs) 5b

IIRC, 2a 2c beats sliding backdashes and 2a 5b beats hopping backdashes but I could be wrong.   If 2c connects you can do dash 2aa 5c 623a in midscreen.

Basic BnB: 2a 5b 2b 2c 6c j[c] j[c] land 623a.
« Last Edit: February 09, 2010, 08:47:33 AM by Tonberry »
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Offline dakanya

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Re: MBAA: F-Kouma Thread
« Reply #3 on: February 09, 2010, 08:55:34 AM »
I've pushed some of Tonberry's changes to the wiki. Will do more clean up and revising later.
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Re: MBAA: F-Kouma Thread
« Reply #4 on: February 09, 2010, 03:48:24 PM »
Thanks Dakanya and Tonberry!  I'll be making the changes on the first post now.

-Damage is puny compared to his other forms, requires a lot of work if you're used to grapplers (tanks who eat damage and dole it out like nothing)

Half Moon Kouma hitconfirms frequently are between 1.5-3k.  Crescent gets more off air/22C CH but other than that he gets at most comparable damage to the double j[c] combo Full has.

I'll probably just remove that dislike altogether.  Really, it feels like it's just easier to get that kind of damage with C-Kouma.  :slowpoke:

(edited to avoid double post) Made account on the wiki, so if you see changes by an Lv.0, that's me.
« Last Edit: February 28, 2010, 10:27:40 PM by Level 0 »
I have much to learn.  Evidently I'm one of the few F-Kouma's in the west?  If I get good enough, maybe I can make people see why I like him.

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Offline Frank The Tank

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Re: MBAA: F-Kouma Thread
« Reply #5 on: March 09, 2010, 09:32:50 AM »
A few things to point out here, since I fight this bastard often:

5A is amazing. It's +2 on block iirc (2A is only+1), and on characters whom it whiffs crouching, you can use it to tick grab (2A, whiff 5A, 214A, for example). It's also good to throw out if you think people are gonna try to jump out of your pressure, for the reasons listed above (if they don't jump) and the fact that it combos to 623 stuff if they do.

22A is sick as oki, due to the super armor (it stuffs quite a few DPs cleanly) and the fact that it combos to 623 grabs on normal hit.

EX air divekick is good if you catch someone in full or half shielding your jumpins often; it has startup invincibility. Cancel your shielded j.C into 214C and they'll stop eventually.

Offline PacStrife

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Re: MBAA: F-Kouma Thread
« Reply #6 on: April 05, 2010, 08:58:13 PM »
I feel like there should be discussion going on in this thread.  I don't see where anyone has explained his oki set-ups midscreen, near corner, corner only.  Even barely anything on his corner tech punish/OTG stuff.  I thought F-Kouma was a fairly popular character?

Anyways, I guess I'm just wondering how those that are playing F-Kouma feel about him.  What are your problem matches/where do you think his weaknesses are etc.  Also, I may write some things about his Oki stuff because that's one of the things I like best about him.

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Re: MBAA: F-Kouma Thread
« Reply #7 on: April 06, 2010, 03:51:20 AM »
F-Kouma's most difficult matchups, for me, is anyone whose game relies on distancing.  Having 22 reflectors and 421 dashing really alleviates this, but F-Kouma gets all his damage from being in your face.  If at any moment you lose pressure against someone like Aoko or Roa, things will go really bad for you really fast.

I apologize for the lack of info on this thread - I wanted to test out some other stuff first, and then recently started a new job which is taking its toll on me. (I haven't had work for several years now, it's going to take some time to get used to it)  As I mentioned in the first post, feel free to add what you can to this thread!  I can see there's a lot of stuff in the first post I need to fix now - like the true usefulness of j.214 - because I'm still really getting a feel for F-Kouma.  From what I understand, he's popularly known because he has manliness grabs, but as far as players who actually use him as a main - they are few and far between.

Don't forget there's also the wiki, which is http://mbaa.mizuumi.net/index.php/Kouma_Kishima.
I have much to learn.  Evidently I'm one of the few F-Kouma's in the west?  If I get good enough, maybe I can make people see why I like him.

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Offline Tonberry

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Re: MBAA: F-Kouma Thread
« Reply #8 on: April 06, 2010, 01:13:33 PM »
I feel like there should be discussion going on in this thread.  I don't see where anyone has explained his oki set-ups midscreen, near corner, corner only.

That's probably because his oki is very similar to MBAC except now you can end combos in 623a.  

Here's an MBAC vid of a bunch of oki setups: http://www.youtube.com/watch?v=OdScrDZJJJI#t=4m10s
I'm not sure if the mixups ~7:11 still work but pretty much everything else does though the combos are different to setup oki, you should be ending in 623a not airthrow, and the combos if the mixup isn't blocked are diffedrent.   Pretty much all the oki setups after 214a/b should work after 623a as well.  

Kaimaato troll oki is 5[E] 22b or 5[E] 214a.

Even barely anything on his corner tech punish/OTG stuff.

Corner tech punish is timed 5b into bnb.  If they don't tech and you 5b the OTG you should do is 5b 2b 5c then IAD back/forward to punish tech with jC or just sit there into 2a after 5c recovers.  Mashing 2a works on most characters to punish the initial tech post 623b in the corner but iirc it doesn't on smaller characters like Miyako.  If they don't tech, the OTG then is 2ax5 623a.  

OTG after normal throw in the corner with no tech: http://www.youtube.com/watch?v=B9vjlumym1Y#t=1m11s

That doesn't work on everyone but it does work on Arc.  A simpler OTG which still gets respectable damage off of no tech after normal throw is 2aa5c623c 2aa5c623a.  In blood heat off normal throw you can do 2ax6(might be +/- 1 2a) 2b 5c AAD.

I thought F-Kouma was a fairly popular character?

Not really.

Anyways, I guess I'm just wondering how those that are playing F-Kouma feel about him.  What are your problem matches/where do you think his weaknesses are etc.  Also, I may write some things about his Oki stuff because that's one of the things I like best about him.

Zoning characters and characters with good abare are tough to deal with.  People really don't want to respect his oki so if you guess wrong on how they're going to disrespect it really sucks against characters who are good in neutral.
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[22:40] <bellreisa> i'm an insane murderer who is overwhelmed by nihilism but that's ok cause i'm in love

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Re: MBAA: F-Kouma Thread
« Reply #9 on: April 14, 2010, 06:08:13 PM »
Made changes to j.214 and j.22.  All about Kouma's air options.   :teach:
I have much to learn.  Evidently I'm one of the few F-Kouma's in the west?  If I get good enough, maybe I can make people see why I like him.

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Offline Shlowpoke

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Re: MBAA: F-Kouma Thread
« Reply #10 on: April 29, 2010, 01:20:50 PM »
What are F-Kouma's pressure options? I'm finding myself at a bit of a loss after I get in, but don't get a hit.

Offline YAT

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Re: MBAA: F-Kouma Thread
« Reply #11 on: April 29, 2010, 01:49:27 PM »
F-Kouma has no pressure options  :prinny:

...sadly I'm not trolling
« Last Edit: April 29, 2010, 01:51:04 PM by YAT »
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Offline Ceehill

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Re: MBAA: F-Kouma Thread
« Reply #12 on: April 29, 2010, 09:50:55 PM »
F-Kouma has very few pressure options that look safe on paper, but once you condition your opponent to be aware of them, you can get away with a lot of other stuff that you shouldn't be able to really. If you're looking to reset pressure under the guise of some +frames, you've got 5A (+2), 2A (+1), 2C (+1) and 2[C] (+3 or 4 I think) to work with, although you're gonna get pushed out of 2A/5A range fairly quickly in pressure (that, or use a B/C normal) and resetting off 2C is going to get predictable fast.

If you watch Kaimaato videos though, every now and then you'll see him resetting off things you know are unsafe, yet the players elect to respect it. For the sake of example, dashing in off a blocked 2B (something you'll see him do from time to time) looks dangerous on paper, but if you're mixing up and staggering your strings like you should be (I'm sure you're already used to this since you play Ryougi), your opponent might be waiting for the staggered 2C/5C and not recognize your reset in time to punish. 

You'll also see him getting away with stuff like 2C 236A (wait) 5C; while the 236A by itself is -frames (pretty badly too, IIRC) if you've conditioned your opponent to be aware of staggered rekkas, they might elect to sit still and block thinking you're going to continue with the sequence.  When he's playing conservatively, you'll also see him back off slightly after the same strings and simply try to bait an escape attempt, reacting to his opponents' next move.

You've also got options like blocked 6C xx 214B, blocked IAD j.C xx 214A (whiff) land 214A, and other shit so gimmicky you almost feel straight up embarrassed for having done it until you remember that it's winning you matches. Basically, as long as you make sure you're utilizing *all* of your options, you'll be able to get away with some of the more gimmicky ones more often than not. IMHO, the two most important things to remember as F-Kouma while on offense are

-Always stagger your strings. Kouma's normals are big and slow to begin with, and EX Dunk is gonna make people really fidgety.
-Don't get predictable, holy shit do not get predictable, lol.

Bottom line is that most of Kouma's offensive options (with the exception of the 50/50 between 2A and 214C) are not very solid at best, and straight up cheesy at worst, but he's got enough of them so that you can keep opponents guessing. Just get creative and have some fun.  :toot:

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Re: MBAA: F-Kouma Thread
« Reply #13 on: April 30, 2010, 08:20:37 AM »
Thanks for such a detailed response, Ceehill. You confirmed a few things I was thinking about. I was worried I was missing something because most of the tricks I found felt really gimmicky and unmanly (like pressure into 6c, 22b/421x) and I thought I might be doing something wrong.

But now I see the truth! No other character is straight-up manly enough to run non-stop gimmicks like F-Kouma. :V