So does anyone else play this character? I've dabbled with both full and crescent Kouma at various points, and (surprisingly, considering his stigma as the most limited Kouma) H-Kouma seems to combine the better aspects of both the other styles: you get to keep crescent's low 2A and blockstring flexibility (reverse beats, etc.) while retaining full moon's strong set of normals (something that C-Kouma lacks in comparison) such as his 2B anti-air, 5C for counterpoking, and j.A/j.B for air footsies.
The big reason to play this style over the others though, I'd think, would be his 236A/B rekkas, which (on top of moving him a fair distance forward) are +2 and -1 on block respectively, putting the opponent in really dangerous RPS situations. 236A followed by 5A can be a 3 frame gap with optimal timing, giving him a textbook frametrap to punish mashing and jump-outs. This is a big deal since Kouma is notorious for his grapple options, in this case 214A, and opponents are more prone to fidget and press buttons against Kouma than they would against characters without dangerous throw options. As soon as you notice them starting to respect your pressure, you can start throwing more, and vice versa.
236B moves Kouma a bit further forward, although on paper -1 on block doesn't look too exceptional. However, when you take into consideration that 214A comes out in 4 frames-- and when IIRC only a few characters have <5 frame jabs, most of them being restricted to full moon-- it starts to look a bit less favorable for the opponent to stay put or poke out with anything short of DPs/reversal EXes, both of which can potentially get baited for big damage. Basically while the RPS isn't quite as strongly in Kouma's favor as the options off a 236A, it can still be a dangerous guessing game for an opponent if H-Kouma utilizes a bit of prediction, and you cover a bit more forward space in order to reset your pressure, something you'll especially notice when you end strings in 6C xx 236A/B.
A lot of this is assuming just frame timing (a few of the numbers are also assuming I'm not framedisplay illiterate), not to mention being fairly high risk/reward. With Kouma's high defense though, and with automatic heat at full meter and access to an H-moon bunker further increasing his longevity, he can usually afford to put himself in higher risk situations simply because the damage he'll potentially do outweighs the damage he'll potentially take the majority of the time.
Also, this isn't to imply that pressure ended in rekkas is the only option at his disposal; 2C is +1 on block, 5C followed by a whiffed 5A is +1, and 5A/2A are both neutral I believe. Access to 5A 6AA also gives him an extra option in pressure, and another normal that moves him forward a considerable distance on top of 5B, 6C, and rekkas; set-ups like 5A6A xx 214B and 6C xx 214B will catch people a bit more often than you'd think, provided you don't wear them out.
It's probably important to mention that, like C-Kouma, half moon's 214C can be jumped on reaction to the EX flash. It still retains some use as a reversal and as an answer against poking in the situations detailed above though, and his Arc Drive is still the same as ever so you do have a metered, inescapable (post EX flash) grapple option at times.
Admittedly these things alone probably don't exactly make H-Kouma a contender for a spot in the higher tiers, however there's no character he isn't capable of going toe-to-toe with (no Gief/Seth type match-ups anyway) and I'd argue that H-Kouma is at the very least on par with his crescent/full moon counterparts. Just wanted to shed some light on a few aspects of his character and maybe share some strategies with anyone else who might play this style.
If you play/have played/want to play this character, or if anyone has a different perspective to offer regarding the above, or if you even think watching H-Kouma is about as fun as watching paint dry or something, speak up and we'll get this thread going.
A few combos for anyone who wants to get the ball rolling in training mode:
(Damage tested on V.Sion)
2A 2A 2B 5B 5C 2C (small delay) 236B link 5A 5C Airthrow
(Standard BnB off a hit confirm on the ground) 4115 Damage/ 2959 Reduced
2A 5B 5C 5A 6AA (delay) 2C (delay) 236B link 5A 5C Airthrow
(Combo utilizing 6AA, slightly more damaging than the above combo. Combo must have 3 or less hits before the 5A, otherwise the 5A link after 236B becomes very difficult, if not impossible) 4193 Damage/3020 Reduced
2A 2A 2B 5B 5C 2C (delay) 236C link 5A 2B/5C Airthrow
(Metered combo in the corner, 5A 5C followup is possible on some characters if 236C hit as low to the ground as possible without hitting OTG) 4701 Damage/3342 Reduced
OTG Combos/Tech Punishes/Misc. Combos:
OTG 5B 5A6A 2B 5C 236A/IAD backward or forward
-I'm pretty sure there are better options that get you more damage/build more meter, but this is a simple OTG follow-up for random knockdowns that gives you the option to punish techs if you guess right on the IAD. If you've already used your jump cancel for whatever reason, just cancel into 236A and you should recover in time to punish most techs.
Combo off of 5D or anti-air CH 2B (on hit or trade):
(walk forward) 2C (delay) 236B link 5A 5C Airthrow
-Combo off a 2B starter does 3078, combo off a high shield counter does 1783.
-2C timing is especially strict off a 5D shield counter; if you're not certain you can hit the combo, your best bet is something like 5C 2B Airthrow. The most important thing is to keep your knockdown, and shield counters scale their follow-up combos to hell regardless so don't feel bad for just playing it safe.
5A/2A 2C
-Typical Kouma anti-backdash pressure starter, pretty sure any groove can do this and half is no exception. 5A/2A will whiff and 2C should catch them in the recovery of the backdash. If they block, you can end your string in 236A for some +frames without incurring any reverse beat penalties.
Any airthrow can be replaced by j.C 236B 236B if you think you can punish the tech, or j.C 236C if you think the extra damage will kill your opponent.