Leebee Link (talk | contribs) |
Leebee Link (talk | contribs) |
||
Line 68: | Line 68: | ||
== Special Moves == | == Special Moves == | ||
=== '''Tengen''' === | |||
L/M/H: 7 Damage, 5 Hits<br>Komamura activates his Shikai, Tengen, causing a ghostly hand to punch the ground, creating boulders.<br> | |||
=== Tengen === | This move has good range, and a decent amount of damage with it. It should serve as a combo ender in some situations, but the recovery time on the L version will bite you if the opponent is too close. For the M version, it has a longer startup period and thus should only be used in certain situations. The H version is a RF move that gives you the best of both strengths-fast startup and fast recovery. Both the M and H versions give you frame advantage on hit, so you can combo after them. | ||
L/M/H: 7 Damage, 5 Hits<br>Komamura activates his Shikai, Tengen, causing a ghostly hand to punch the ground, creating boulders. | === '''Special Move B''' === | ||
L/M/H: 4 Damage, 6 Hits<br> | |||
Komamura disappears for a second, before dropping on his opponent, causing rocks to explode from the ground.<br> | |||
This move is an important move for Komamura in many ways. Firstly, it is a great defensive move in that Komamura is fully invincible while he "warps out." Second, it gives him some much needed mobility, because he will track the opponent wherever they are (including across planes). Finally, it further strengthens his mixup options. There is no difference between versions. | |||
=== '''Special Move C''' === | |||
L/M/H: 8 Damage, 2 Hits<br> | |||
Komamura lunges forward in a dashing grab. If he catches the opponent, then he will perform a jumping slam on the opponent.<br> | |||
This move is the other prime candidate for ending combos with Komamura. This move comes out very fast, but you should watch out when using the L version; Komamura will only grab the opponent when his shoulders are forward. The grabbing period is small in the L version, so don't do it from too far away. The RF version has both excellent range, speed, and recovery time, so don't be afraid to thow it out once in awhile. Even though this attack is a grab, it is blockable. | |||
=== '''Special Move D''' === | |||
L: 15 Damage, 7 Hits<br> | |||
M: 16 Damage, 8 Hits<br> | |||
H: 18 Damage, ? Hits<br> | |||
Komamura grabs the opponent and slams them on either side of him before using Tengen to crush them on the ground.<br> | |||
== Super Moves == | == Super Moves == |
Revision as of 01:11, 10 March 2006
Introduction
Sajin Komamura, the Captain of the 7th Division of the Gotei 13, is characterized by his self-conscious attitude towards his appearance, his towering figure, and undying loyalty to Genryusai.
Move List
Normal Moves
Standing Light
4 Damage
Komamura stretches out with a medium range palm attack.
Although it lacks the range that is found in most of Komamura's other normals, it makes up for it in its speed and versatility. Obviously, you'll want to use this to start combos, because it's fast and will easily chain into his other normals. This move is critical to Komamura's game; see the Advanced Strategy section.
Crouching Light
4 Damage
Komamura swipes the ground in the area close to him.
This is mostly like L, but it has less range and speed. The move does hit low though, so use this in a high-low mixup. (This works well in combination with j.H)
Standing Medium
6 Damage
Komamura leans forward a bit and slashes downward.
This move has a decent amount of range, and comes out quick. Furthermore, this move hits a good deal of space above him, so you can use it as a semireliable anti-air. Although Komamura has other normals that accomplish the same effects and better, this one isn't so bad that you shouldn't use it.
Crouching Medium
6 Damage
Komamura crouches way down low and thrusts his palm into the ground.
This move is one of Komamura's best. It's quick to come out, has HUGE range, evades higher attacks, and allows him to combo after. There is a bit of recovery time afterwards, but if you use it from a long enough range, it's hard to punish.
Standing Hard
8 Damage
Komamura rears back a little and performs a brutal downward slash.
This move is another one of Komamura's greats. Even though it doesn't seem like the range would be very far, this move hits in many situations. It's also really fast to come out and recover, with the added bonus of hitting a large vertical area behind and in front of Komamura. This move is great for anti-air, and will often stuff or at least trade with your opponents jump in attack.
Crouching Hard
8 Damage
Komamura crouches down low and slashes horizontally.
Probably Komamura's best grounded normal, this move should be your friend. The range on this is amazing, bordering on the range that Renji has with his extendable Zanpakuto, Zabimaru. It comes out fast and will also evade many high (or even some mid) attacks. Unfortunately, you can't chain into any other normals from this, so that means that to continue a combo you should be prepared to Shunpo.
Jumping Light
4 Damage
Komamura performs a small aerial slash.
Forget about this, mostly. Both of his other two air normals have everything that this does and more. The only time you should be using this is when you're doing an air combo.
Jumping Medium
6 Damage
Komamura thrusts his palm downwards at an angle.
This move is a lot better than j.L. This move has a lot more range, a great angle of attack, and speed. You can use this move while jumping up to hit as an instant overhead, or to just go into a combo.
Jumping Hard
8 Damage
Komamura cuts downward in a large area in front and beneath him.
This move should be renamed "GTFO OF MY AIRSPACE!!" It's tied for the best aerial normal in the game, so use it well. Pressure your opponent with it, instant overhead with it, or just hit into a large combo. With this move, you can essentially stuff any attempt of your opponents to become airborne (including uppercut moves).
Throw
6 Damage
Komamura body checks the opponent across the screen.
This move is an important part of Komamura's game, especially if you're trying to pressure the opponent during block (obviously). Although it deals 4 less than most opponents throws, Komamura can still juggle (or ground combo, even better) after it easily. Even if Komamura is nowhere near the corner, there are still a few ways in which he can deal extra damage afterwards, making this very versatile.
Special Moves
Tengen
L/M/H: 7 Damage, 5 Hits
Komamura activates his Shikai, Tengen, causing a ghostly hand to punch the ground, creating boulders.
This move has good range, and a decent amount of damage with it. It should serve as a combo ender in some situations, but the recovery time on the L version will bite you if the opponent is too close. For the M version, it has a longer startup period and thus should only be used in certain situations. The H version is a RF move that gives you the best of both strengths-fast startup and fast recovery. Both the M and H versions give you frame advantage on hit, so you can combo after them.
Special Move B
L/M/H: 4 Damage, 6 Hits
Komamura disappears for a second, before dropping on his opponent, causing rocks to explode from the ground.
This move is an important move for Komamura in many ways. Firstly, it is a great defensive move in that Komamura is fully invincible while he "warps out." Second, it gives him some much needed mobility, because he will track the opponent wherever they are (including across planes). Finally, it further strengthens his mixup options. There is no difference between versions.
Special Move C
L/M/H: 8 Damage, 2 Hits
Komamura lunges forward in a dashing grab. If he catches the opponent, then he will perform a jumping slam on the opponent.
This move is the other prime candidate for ending combos with Komamura. This move comes out very fast, but you should watch out when using the L version; Komamura will only grab the opponent when his shoulders are forward. The grabbing period is small in the L version, so don't do it from too far away. The RF version has both excellent range, speed, and recovery time, so don't be afraid to thow it out once in awhile. Even though this attack is a grab, it is blockable.
Special Move D
L: 15 Damage, 7 Hits
M: 16 Damage, 8 Hits
H: 18 Damage, ? Hits
Komamura grabs the opponent and slams them on either side of him before using Tengen to crush them on the ground.