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Author Topic: MBAC: Kouma: In Depth, and everything else you need to know  (Read 32296 times)

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Offline Xie

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Re: Kouma: In Depth, and everything else you need to know
« Reply #50 on: February 21, 2008, 11:29:38 AM »
I haven't seen this anywhere yet, but this is some random Gimmick tactic that I came up when netplaying the other day. If it's been posted elsewhere or is already known, then whoops.

5a Frame trap.
I don't particularly use this often myself, but basically, this is a block string that works when you are close enough to throw a point blank 2a against a crouching opponent. If the 2a hits, then combo. However, if the 2a is blocked, whiffing a 5a over a crouching opponent gives you a more difficult to read tick if your goal is to throw them. Basically what happens is, your 2a puts them in blockstun, the 5a whiffs, so you don't incur any more pushback, so if you were point blank when you fired off your 2a, you will still be in range to grab someone with 214a. If you do not want to go for the throw, or they manage to block your 5a, then you're back to doing your normal blockstring. Food for thought.

Works on:
Akiha Tohno
Akiha Vermillion
Arcueid
Warueid
Ciel
Warakia
Miyako
Hisui
Satsuki
Len
M. Hisui

It also sometimes works on White Len at certain ranges, which is funky, but there's no real point since the risk is pretty high.
AND BEYOND.

Offline S-Blade

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Re: Kouma: In Depth, and everything else you need to know
« Reply #51 on: March 03, 2008, 09:47:15 AM »
Updated the matchup thread.

So very close to being complete.
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Offline abitofBaileys

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Re: Kouma: In Depth, and everything else you need to know
« Reply #52 on: April 25, 2008, 10:04:51 AM »
Some stuff I recently noticed:

The 2A on wakeup (opponent wakeup, not your own. For your own wakeup guide watch S-Blade's new thread!) is good to confuse people sometimes. You dash in and spam 2AAAA, but only until they finally wakeup, then stop mashing 2A, you have several options considering who the opponent is and what he does. They think you start a blockstring but you don't. You have a damn short piece of a second to figure out what to to.

- Wakeup blocking enemies can be easily thrown with 214A.
- Wakeup 22A for Sacchin or 623A for Shiki/Nanaya etc (this clashframe instant shit) can be easily blocked and then you get a free BnB.
- Poking opponents you just block.

And the standard stuff, imitating a 2AAA on wakeup but doing a 214C finally, this is variable and I had good use of it until now. People get used to it, so sometimes really mash 2AAA if an enemy is knocked down.

:V

Offline monkey2k

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Re: Kouma: In Depth, and everything else you need to know
« Reply #53 on: May 02, 2008, 01:04:24 AM »
Can any1 suggest some good blockstrings w/ Kouma?

I have a problem w/ keeping up the pressure, either I get poked back or my 214a whiffs coz they jump out.

Any tips on keeping them on the defensive (so I can grab their ass)? ^^

Also, ex-grab misses on moves like Sion 2c and Warc 3c. Any others that I should watch out for?
« Last Edit: May 02, 2008, 01:48:46 AM by monkey2k »

Offline S-Blade

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Re: Kouma: In Depth, and everything else you need to know
« Reply #54 on: May 02, 2008, 10:06:52 AM »
He doesn't have any nice specific blockstring routines or even nice blockstring enders. It isn't like, say, Nanaya where you use 2b when you're far, 2c and 5c to move forward, 5b as a clashy move and 236a/b pressure to move forward again. Generally you want your Kouma blockstrings to be short and frequent; you want them to be constantly afraid of you dashing in and grabbing you, whether you decide to on a certain iteration or not.

There are some other tricks to blockstrings and pressure:
-5a will whiff short crouchers
-5{c} looks very much like 214b
-2[c] moves you really far forward if they don't have any good far pokes, it's also +3
-5[c] will catch people who try and jump out of it
-There's always 236b 22c (on block) if you need it
-Also, 236b is very unsafe (like -12 or something) on block. However, the super-cancel window is really big, so if they are punishing it you can cancel into 214c really late to grab their poke. If you get this in their head, you can make 236b very powerful because it moves you forward, has a hit of superarmor, on hit leads into knockdown, and gives you this safety net on block.
-Tick throwing after dashing up is fine too.
-The way you prevent people from jumping out of your grab attempts is to 623a/b them out of the air. This forces them, when you approach, to either sit on the ground and guess what you're going to do, backdash (putting them closer to the corner which is great for you), or eat a DP and be put into the corner. However, watch out when people have high priority aerial moves or aerial projectiles, because they can easily start baiting your DPs. A lot of Kouma's bad matchups are with characters who can do this. You really just have to find an alternative depending on what exactly they're doing.

A good Kouma will not throw out pokes that he expects the opponent to block. A good Kouma will expect the opponent to block and disguise his grab attempt to seal the deal.
"HERE'S A NEW TECHNIQUE - STOP BEING A RETARDED FAGGOT" -SprtJuice on smash scene

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Offline monkey2k

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Re: Kouma: In Depth, and everything else you need to know
« Reply #55 on: May 12, 2008, 09:40:24 PM »
Thanks. This and the new blockstring thread are really helpful. ^^

Minor question. What's a good relaunch combo to do after 2b aerial counterhit?

From the few vids I've seen, I've adopted 2b(CH) xx 2b 5c j.c 236c(dunno if this is worth the meter rly ^^;).
I'm only able to do this half the time tho, the 2nd 2b timing is tricky and due to its chargeable nature, I sometimes accidentally hold 5c a frame too long (instead of just tapping it) and miss.

Any better combos/options? =D

Offline S-Blade

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Re: Kouma: In Depth, and everything else you need to know
« Reply #56 on: May 13, 2008, 01:07:31 AM »
The hardest is, on CH or wallslam from a grab, 2c xx 5b2b (5c?) 6c doublejump airfollowup of your choice. I personally like 2c xx 5c 6c followup, it works for me and has only two trouble spots (the 2c and the j.C)

It really doesn't matter too much what you do, it will either end in a knockdown (airthrow) which is good, or a good chunk of damage (j.236c). The damage differences between the two enders aren't that great, but what you can do off airthrow ender as oki isn't too much either.

Of course learning the harder ground combos before the followup is always helpful but I wouldn't get too picky about it.
"HERE'S A NEW TECHNIQUE - STOP BEING A RETARDED FAGGOT" -SprtJuice on smash scene

<kijea> im like really sad life faggot