work in progress
Strengths:
- Good Damage
- Good Specials
- BunkerCancel of the Year
- Has the hoe-slapping-punch (5A)
Weaknesses:
- No pressure
- Sucky Crossup-abilities
- Crappy AA
BnBs:
prenote: if you are to far away, the 2B will mess up the combo, so only add it if you start the combo real close to your opponent.
midscreen
2A 2B 5B 5C 2C 6C, airthrow (the basic one)
or
2A 2B 5B 5C 2C 6C, jC 623B 236B (for extra damage)
or
2A 5B 5C 2C 2B, airthrow (for slightly better okizeme, lol okizeme with Kouma)
antiair-EXshield-hoeSlappingPunch-counterhit-combo
5D, 5A, dash, 5B 2B, airthrow
cornercombos
2A 2B 5B 5C 236C 5A, airthrow
cornercombo with bloodheat
2A 2B 5B 5C 2C, dash, (OTG) 2A 2A 2A 2B 5C 41236C (yes, otg anotherarc)
* of course you can start all of these combos from jC or at least definitely from j[C]
[C] = BEC = CHARGED C
Okizeme:
Well, Kouma doesn't relly have that much to offer when it comes okizeme, but there ARE things you can at least try to do.
1. Highjump, AirBackdash, jC. Sometimes people fall for it, but usually it is pretty risky, or not worth it.
2. 8, then j[C], time it so that the j[C] will never actually hit, and then land for a 2Hit. Ppl fear the j[C] and love to trying to shield it = 2A HIT! Or you can try to get the 214A if you are lucky.
3. 5[C], this is also one of those that the opponent might fall for under pressured situations. the 5[C] is unblockable, but you can Shield or Backdash it with relative ease. Nevertheless it might work for you occasionally.
4. 2A, the scrubby classic, but do like 2A, 2B 214B for a tickthrow.
The Specials that are to die for:
214A -> fast, shortrange-throw that you can combo from in corners (214A, hold4, (5B 2B)/(5A) airthrow. on some chars you can land 2C for OTG but i dont know on who unfortunately).
214B -> longer reach than 214A, same followups. Can be used as a kind of tickthrow.
214C -> best used as a bunkercancel move. Same speed as 214A, same reach as 214B = one mean ass throw
236C -> alot of clashframes, can be used as a killingpoke, but not really that useful. A/Versions suck, dont use them.
623A/B/C -> your DP of choice, but if you want to use it as safety messures, you are better off with:
22C -> grants you temporary superarmor and you can do the standard 5B 2B, airthrow combo on aircounterhit. This is his only "safe" AA.
22B -> The kinda1hitSuperarmor dashmove... not really that useful, but I've used it successfully on some occasions. Use with caution, punishable.
BH 41236C -> the throwsuper of great satisfaction.
BH jD(ex) -> well, his LastArc gets unleashed if you successfully EX-Shield while in Air. Decent damage, but heat is best used to gain life so, use it if you get the chance.
How to Play
I'll probably put more effort into this part later, but for please be satisfied with these basic tips:
1. 5B is your groundpoke, if it hits use 5C 2C 6Followup, cause even though you advance a little bit by doing 5B, you often hit when you are far away so any 2B-attempts will probably fail.
2. 2A 2A, dash 214A can sometimes work.
3. As antiair you have:
3. 1. - EX-Shield, 5A
3. 2. - 22C
3. 3. - 2B (only with correct spacing and vs the correct characters. Don't even try vs chars like Nanaya or Ren)
4. His AirToAir is sucky, his only decent airmove is jC if you are above your opponent, and jB can with certain spacing be decent.
5. Play safe, block alot and if you have the chance do a bunkercancel (214C is to be preferred) for great satisfaction.
Rejoice.