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{{:Kouma Kishima Data (Normals) (MBAC)}} | {{:Kouma Kishima Data (Normals) (MBAC)}} | ||
Ground throw: 1300/800. Grabs the opponent and pops them up (while setting them on fire). Techable on ground impact. | |||
Air throw: 1200/600. Slams the opponent on the ground; untechable. | |||
== Special Moves == | == Special Moves == | ||
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== Strategies, Tactics, and Combos == | == Strategies, Tactics, and Combos == | ||
== Combos == | |||
His standard combo is 2A 5B 2B 5C 2C 6C jump canceled into an air throw. This does a ton of damage for a standard combo at ~3700 damage. If you can start the combo with a 5B or 2B (dropping the 5A), the damage goes up to over 4100. On some characters you may to double jump immediately into the air throw once in the air, so input the throw as 9A+D instead of 6A+D. | |||
An alternative combo to do (that does more damage but is also more prone to random failure) is 2A 5B 2B 5C 2C 6C, jump cancel j.C 236B 236B. This does 4000 starting from 2A and 4700 starting from 5B. You can do j.C 236C at the end instead, but that wastes meter to add a whopping 200 extra damage. | |||
If you land a 2A or 5B in the corner with meter to spare, you can instead do 2A 5B 2B 5C 236C (wallslams) 5A 2B jump cancel air throw. This does 4800 damage starting from a 2A and 5500 damage starting from a 5B. The timing of the 5A after the wallslam is the hardest part of the combo, as it is effectively a three-frame link. Again, on some characters you need to input the throw as 9A+D for it to consistently land. | |||
When you are in the corner and you land a 214A~4 throw, you can follow up with 5C 2B jump cancel air throw. This does about 3700 damage. The 5C needs to be done late so that they will be low enough for the 2B to hit. | |||
== Changes Between Aracde and PS2 Versions == | == Changes Between Aracde and PS2 Versions == | ||
* His Last Arc has been sped up now so that people can not block it after the super flash. | |||
== Raw == | == Raw == | ||
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(00:03:10) <@Sp00ky>: he has some semblence of wakeup tricks off his airthrow but it's 'will i jump C or will i land and 214A' | (00:03:10) <@Sp00ky>: he has some semblence of wakeup tricks off his airthrow but it's 'will i jump C or will i land and 214A' | ||
(00:03:26) <@Sp00ky>: he has no high/low to speak of | (00:03:26) <@Sp00ky>: he has no high/low to speak of | ||
(00:05:48) <@VManOfMana>: question | (00:05:48) <@VManOfMana>: question | ||
(00:42:25) <@Sp00ky>: It looks cool also. | (00:42:25) <@Sp00ky>: It looks cool also. |
Revision as of 11:06, 12 August 2006
Introduction
GUUOOOOOOOOOAA
Normal Moves
Motion | Y. Damage | R. Damage | Meter Gained | Startup | Proration | Blocked | Shielded |
5A | 400 | 200 | 3% | ? | 90% | Ground | Any |
2A | 350 | 200 | 3.5% | ? | 75% | Ground | Any |
j.A | 300 | 150 | 3% | ? | 78% | Upper | Any |
5B | 700 | 450 | 7% | ? | 100% | Ground | High |
2B | 800 | 450 | 8% | ? | 100% | Ground | Low |
j.B | 800 | 600 | 8% | ? | 100% | Upper | High |
5C | 1000 | 700 | 10% | ? | 90% | Ground | High |
5[C] | 300+1000 | 300+300 | 8+0% | ? | 100% | Unblockable | High |
6C | 900 | 500 | 10% | ? | 70% | Upper | High |
2C | 1200 | 580 | 12% | ? | 50% | Low | Low |
2[C] | 1500 | 1080 | 13% | ? | 70% | Low | Low |
j.C | 1100 | 700 | 9% | ? | 85% | Upper | High |
j.[C] | 1500 | 1200 | 12% | ? | 85% | Upper | High |
214D | 1200 | 1000 | 10% | ? | 100% | Ground | High |
(raw data)
Ground throw: 1300/800. Grabs the opponent and pops them up (while setting them on fire). Techable on ground impact.
Air throw: 1200/600. Slams the opponent on the ground; untechable.
Special Moves
Motion | Y. Damage | R. Damage | Meter Gained | Startup | Proration | Blocked | Shielded |
Santeisui (Some Engrishy Move Name) | |||||||
236A> | 550 | 400 | 3.5% | ? | 100% | Ground | High |
>236A- | 550 | 400 | 4.5% | ? | 100% | Ground | High |
-236A | 600 | 400 | 5% | ? | 100% | Upper | High |
236B | 550 | 400 | 3.5% | ? | 100% | Ground | High |
>236B- | 550 | 400 | 4.5% | ? | 100% | Ground | High |
-236B | 600 | 400 | 5% | ? | 100% | Upper | High |
236C | 885*3 | 635*3 | -100% | ? | 70% | Ground | High |
Niteisui (Some Engrishy Move Name) | |||||||
623A> | 600*2 | 500*2 | 4%*2 | ? | 100% | Any | High |
>236A | 600 | 500 | 6% | ? | 80% | Upper | High |
623B> | 400*2+800 | 300*2+600 | 14% | ? | 100% | Any | High |
>236B | 600 | 500 | 6% | ? | 80% | Upper | High |
623C | 500*8 | 450*8 | -100% | ? | 100% | Any | High |
Niteisui (air) (Some Engrishy Move Name) | |||||||
j.236A> | 800 | 600 | 8% | ? | 100% | Any | High |
>j.236A | 600 | 500 | 6% | ? | 80% | Upper | High |
j.236B> | 500+700 | 400+500 | 5+6% | ? | 100% | Upper | High |
>j.236B | 600 | 500 | 6% | ? | 80% | Upper | High |
j.236C | 380*7 | 300*7 | -100% | ? | 70% | Any | High |
Akkai (Some Engrishy Move Name) | |||||||
214A~5 | 2000 | 1500 | 0% | ? | 100% | Unblockable | Unshieldable |
214A~2 | 2200 | 1500 | 0% | ? | 100% | Unblockable | Unshieldable |
214A~4 | 2400 | 1200 | 0% | ? | 100% | Unblockable | Unshieldable |
214A~236C | 3000 | 2500 | -100% | ? | 100% | Unblockable | Unshieldable |
214B~5 | 2000 | 1500 | 0% | ? | 100% | Unblockable | Unshieldable |
214A~2 | 2200 | 1500 | 0% | ? | 100% | Unblockable | Unshieldable |
214A~4 | 2400 | 1200 | 0% | ? | 100% | Unblockable | Unshieldable |
214A~236C | 3000 | 2500 | -100% | ? | 100% | Unblockable | Unshieldable |
214C | 3200 | 2400 | -100% | ? | 100% | Unblockable | Unshieldable |
Kabutogami (Some Engrishy Move Name) | |||||||
22A | 1000 | 750 | 8% | ? | 75% | Ground | Any |
22B | 0 | 0 | 0 | n/a | n/a | n/a | n/a |
22C | 1000 | 600 | -100% | ? | 100% | Ground | Any |
Dokkaku | Enbu Enjou (Some Random Arc Drive) [Requires Heat or Max Mode] | |||||||
41236C (trw) | 400*11+1600 | 275*12 | -300% | ? | 100% | Unblockable | Unshieldable |
41236C | 2500 | 2100 | -300% | ? | 80% | Any | Any |
Koushu | Enbu Daienfujou (Some Random BH Arc Drive) [Requires Blood Heat Mode] | |||||||
41236C (trw) | 435*17+2200 | 300*17+750 | -300% | ? | 100% | Unblockable | Unshieldable |
41236C | 3200 | 2800 | -300% | ? | 80% | Any | Any |
Yama Hanketsu (Some Random Last Arc) [Requires Blood Heat Mode] | |||||||
D (air) | 745*8 | 615*8 | -300% | ? | 100% | Unblockable | Unshieldable |
(raw data)
Strategies, Tactics, and Combos
Combos
His standard combo is 2A 5B 2B 5C 2C 6C jump canceled into an air throw. This does a ton of damage for a standard combo at ~3700 damage. If you can start the combo with a 5B or 2B (dropping the 5A), the damage goes up to over 4100. On some characters you may to double jump immediately into the air throw once in the air, so input the throw as 9A+D instead of 6A+D.
An alternative combo to do (that does more damage but is also more prone to random failure) is 2A 5B 2B 5C 2C 6C, jump cancel j.C 236B 236B. This does 4000 starting from 2A and 4700 starting from 5B. You can do j.C 236C at the end instead, but that wastes meter to add a whopping 200 extra damage.
If you land a 2A or 5B in the corner with meter to spare, you can instead do 2A 5B 2B 5C 236C (wallslams) 5A 2B jump cancel air throw. This does 4800 damage starting from a 2A and 5500 damage starting from a 5B. The timing of the 5A after the wallslam is the hardest part of the combo, as it is effectively a three-frame link. Again, on some characters you need to input the throw as 9A+D for it to consistently land.
When you are in the corner and you land a 214A~4 throw, you can follow up with 5C 2B jump cancel air throw. This does about 3700 damage. The 5C needs to be done late so that they will be low enough for the 2B to hit.
Changes Between Aracde and PS2 Versions
- His Last Arc has been sped up now so that people can not block it after the super flash.
Raw
(23:59:46) <@Dipstick>: I should do Aoko's and Kouma's pages next (23:59:53) <@Dipstick>: but I'll leave the actual Aoko strats to someone else (23:59:55) <@Sp00ky>: i can do kouma pretty easy. (00:00:00) —› Day changed to (Saturday, August 12th 2006). (00:00:03) <@Dipstick>: I'm not touching her with a 50 foot pole (00:00:04) <@Sp00ky>: since the character requires about 1 day to learn (00:00:05) <@Dipstick>: I'm not stupid (00:00:19) <@VManOfMana>: Zar should learn Ciel (00:00:23) <@Sp00ky>: he has to be the easiest character in the game (00:00:35) <@Dipstick>: even easier than Sacchin? (00:00:39) <@Sp00ky>: yes (00:00:40) <@Sp00ky>: way easier (00:00:42) <Seikishi>: the new 214b is good (00:00:43) <Seikishi>: in fact (00:00:46) <@Dipstick>: wow (00:00:49) <Seikishi>: I daresay it's the best bara cancel in the game (00:00:50) <Seikishi>: :p (00:00:50) <@Sp00ky>: his 214A is dumb fast and unblockable (lol) (00:00:52) <@Dipstick>: Sacchin is pretty fucking braindead (00:01:05) <@Dipstick>: jesus fuck even I can do her combos (00:01:15) <@Sp00ky>: his 5B = 'lol i spaced wrong but sincei move forward its ok i can still hit' (00:01:15) <@Dipstick>: (I can even do her j.[C] relaunch stuff hurr) (00:01:40) <@Sp00ky>: his corner combo off 214A hold back is so easy i got it right on the first try. (00:02:16) <@Sp00ky>: err his combo off 236C requires some practice but by some i mean 'train yourself to do a 4 or so frame link consistently' (00:02:48) <@Sp00ky>: the character's mixup involved 'will i throw an attack or will i 214A' (00:03:00) <Seikishi>: sounds like a fighting game ! (00:03:05) <Seikishi>: command throw or attack ! (00:03:10) <@Sp00ky>: he has some semblence of wakeup tricks off his airthrow but it's 'will i jump C or will i land and 214A' (00:03:26) <@Sp00ky>: he has no high/low to speak of
(00:05:48) <@VManOfMana>: question (00:42:25) <@Sp00ky>: It looks cool also. (00:43:07) <@Sp00ky>: And his WC is more for pushing them out so you dont get your face smashed, I guess. Though I thought it was at least even. (00:43:07) <@Dipstick>: but it wasn't guaranteed in the arcade version (00:43:12) <@Dipstick>: you would NEVER see it land (00:43:43) <@Sp00ky>: his 5B doesnt start hitting until late in the animation or something. (00:44:02) <@Sp00ky>: you can't use it to keep any of his wallslam combos going which kind of sucks. (00:44:25) <@Sp00ky>: His 2B is this really wierd anti air (00:44:33) <Seikishi>: sp00ky, lv3 attack = 17f (00:44:36) <@Sp00ky>: that shouldnt work but does cause every time you land it you get counterhit. (00:44:39) <Seikishi>: most 2c = lv3 (including kouma)
General | Controls | Mechanics | System Arcanae | Damage Scaling | Character Defense Mods | General Strategy | |
The Characters | Akiha Tohno | Akiha Tohno (Vermillion) | Aoko Aozaki | Arcueid Brunestud | Arcueid Brunestud (Red) | Ciel | Hisui (and Kohaku) | Kohaku (and Hisui) | Kouma Kishima | Mech-Hisui | Miyako Arima | Neko-Arc | Neko-Arc Chaos | Nrvnqsr Chaos | Ren | Satsuki Yumiduka | Shiki Tohno | Shiki Nanaya | Sion Eltnam Atlasia | Sion Eltnam Atlasia (Tatari) | Warakia | White Ren |