Komamura

Introduction
Komamura is a powerhouse with 2nd highest stamina. He has exellent ringout ability and high priority projectiles.

Pro
 * 2nd highest stamina
 * A-S rank Damage output
 * Long reach
 * High priority projectile, goes through walls
 * GS, fast, has range, and rings out
 * Giant bankai
 * Useful super bugs

Con


 * slow and tall
 * long recovery
 * S series, unsafe on block

Movelist Analysis
S series

S-Slash 1 Sx2-Punch Sx3-Slash 2 Air S-Air Slash GS-Tackle Grab-Stagger, Stun Special Moves
 * slow and unsafe on block
 * nice reach and wide range
 * slow and unsafe on block
 * gap between S and Sx2 is big, parryable
 * stuns
 * slow and unsafe on block
 * gap between Sx2 and Sx3 is big, parryable
 * wall bounce
 * standard air slash, easy to use
 * fast, ranged, and cause spiral juggle
 * leads to easy ringout and combo
 * land free combo

A-Ground Wave B-Charge Slash Air A-Triple Ground Wave Supers
 * slow start up and recovery
 * projectile cannot be destroyed, goes through walls
 * safe on block, parryable
 * tracks enemy, OTG
 * chargable, guard crush at initial charge, unblockable on max charge
 * long recovery
 * OTG
 * short ranged

O-Shock Wave Air O-Triple Shock Wave EX-Hammer Punch with Tenken Bankai Kokujyoutengenmyouou EX-Jump Slash
 * safe on block, fast to travel
 * launcher, untechable down
 * OTG
 * long recovery but safe if blocked
 * good damge on whole three hits
 * OTG
 * free super bug: activate right before landing on a higher elevation on the peak of jump height
 * 2 hit, wallsplat
 * can lead to good damge
 * more damage
 * activation cancels stage effects, supers, ringout damage, and combo chains
 * stage change
 * Kokujyoutengenmyouou do not take damage, blocks any moves(human shield)
 * S, long reaching slash with wallsplat
 * A/B, stomp, wide radius move, stun
 * 90% damage if hit directly
 * 5% to the entire ground
 * Stomp bug: Activate a stomp, and cancel to O, the stomp now does 90% damage followed by an EX ativation

==Combo == 1. Sx2, GS, Sx3


 * Build reaitsu, high damage

2. Sx2,GS, Sx3,O, OTG air A


 * High damage 1 bar combo

3. Sx2, B, O, Sx3


 * Variation

4. Sx2, A, O, Sx3

5. (falling off elevation) Sx2, A, O, Sx1~2, fall off, Air S, Sx3, O 6. [ Sx2, R3 ( toward wall ) ] xN
 * Variation 2
 * very high damage, stage dependent.
 * a loop combo which only works leaning against a wall, not practical

Strategy
Close Range Sx1~2 Far Range Bankai Combo Vid
 * unsafe
 * cancel to GS=dodge retaliation when whiffed, ringout, guardcrush
 * cancel to A, O, anti parry
 * cancel to B, homing slash, safe on block
 * GS tackle for ringout, quick knockdown
 * Snipe behind obstacle with A
 * Back up teammate with O
 * Activation can cancel supers, cancel combo, and ringout(save a falling teammate)
 * Try being infront of the giant, to have the giant cover Komamura's back
 * Remember to stay in the center when the bankai is about over, prevent falling when reverting back to the original stage
 * Don't use any supers near the end of Bankai, it will get canceled before reaching the enemy
 * Use the giant as a shield against powerful projectile attacks
 * Komamura Combo Vid