Difference between revisions of "The Last Blade 2/Kaede (Original)"

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You can access Original Kaede by highlighting Kaede at the character select screen, and pressing C 9 times, B once, and C 4 more times. If you do this right, you'll hear his voice, and then you can select him with A or D.
You can access Original Kaede by highlighting Kaede at the character select screen, and pressing C 9 times, B once, and C 4 more times. If you do this right, you'll hear his voice, and then you can select him with A or D.


Original Kaede loses a bit of the advantages his awakened form has, playing more carefully with this version is recommended.
Original Kaede loses a bit of the advantages his awakened form has, playing more carefully with this version is recommended. He does have a better fireball, and access to air chains in any mode thanks to a glitch giving him decent damage and an instant overhead. Some rule sets for this game ban this entirely, (it can lead to an infinite) but usually 1 or 2 reps is allowed.


==Normals==
==Normals==
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{{MoveData
{{MoveData
|image=LB2_Character_A.png
|image=LB2_Character_A.png
|caption=Text
|caption=Behold: the poke!
|name=5A
|name=5A
|data=
|data=
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|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A very fast but decently long range poke with good horizontal priority. Easily Kaede's best grounded poke due to being incredibly noncommital and stuffing most approach attempts. Notably it can also combo into most specials depending on your range, with DP in particular being very consistent at even longer ranges. Can serve as an anti-air if spaced against jump ins with weak air-to-ground priority.
|description=A very fast but decently long range poke with good horizontal priority. Easily O.Kaede's best grounded poke due to being incredibly noncommital and stuffing most approach attempts. Notably it can also combo into most specials depending on your range, with DP in particular being very consistent at even longer ranges. Can serve as an anti-air if spaced against jump ins with weak air-to-ground priority.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Character_b+A.png
|image=LB2_Character_b+A.png
|caption=Text
|caption=Back strike
|name=4A
|name=4A
|data=
|data=
{{AttackData-LB2  
{{AttackData-LB2  
|damage= P:10/1 S:6/0
|damage= P:10/1 S:6/0
|startup=  
|startup= 5
|active=  
|active= 1
|recovery=  
|recovery=  
|state=  
|state=  
|frame advantage=  
|frame advantage= +10
|meter gain=  
|meter gain=  
|guard=  
|guard=  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=Combo starter with a pretty decent hitbox. Relegated to being combo/punish fodder since it's not particularly fast and it's overshadowed by 5A as a poke. Links into 6C, even though it's a 1 frame link it's the key to your maximum damage conversions.  
}}
}}
}}
}}
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|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description= Slower than it should be, can be difficult to combo outside of chain combos
}}
}}
}}
}}
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|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=Huge range for a 6B, being comparable to Kagami and Moriya's 6B. Doesn't lead to anything on hit, but if spaced right it's difficult to punish on block. Solid damage on Power, and serves as a chain ender in Speed.
}}
}}
}}
}}
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|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Hits OTG.
|description=Hits OTG. Cancel into 41236C after an OTG hit for extra meter build.
}}
}}
}}
}}
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{{AttackData-LB2  
{{AttackData-LB2  
|damage= P:15/1 S:13/0
|damage= P:15/1 S:13/0
|startup=  
|startup=8
|active=  
|active= 2
|recovery=  
|recovery=  
|state=  
|state=  
|frame advantage=  
|frame advantage= kd
|meter gain=  
|meter gain=  
|guard=  
|guard=  
|cancel=  
|cancel= P
|tech=  
|tech=  
|description=A wallbounce with decent range. Can be canceled in power for super confirms, or guarantee an OTG/oki in any mode. Difficult for some characters to punish on block if spaced and canceled into 236a/623a, however it can always be punished if what you do (or don't do) after the hit is read.
|description=A wallbounce with decent range. Can be canceled in power for super confirms, or guarantee an OTG/oki in any mode. Difficult for some characters to punish on block if spaced and canceled, however it can always be punished if what you do (or don't do) after the hit is read.
}}
}}
}}
}}
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{{AttackData-LB2  
{{AttackData-LB2  
|damage= 49
|damage= 49
|startup=  
|startup=47
|active=  
|active=  
|recovery=  
|recovery=  
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|cancel=  
|cancel=  
|tech=  
|tech=  
|description=An overhead which can lead to combo. Reactable, and Kaede's lows are already fairly underwhelming, so it's not often very useful during pressure situations. Also works as an anti-air.
|description=An overhead which can lead to combo. Reactable, and O.Kaede's lows are already fairly underwhelming, so it's not often very useful during pressure situations. Also works as an anti-air.
}}
}}
}}
}}
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|data=
|data=
{{AttackData-LB2  
{{AttackData-LB2  
|damage=  
|damage= P:10/1 S:9/0
|startup=  
|startup=  
|active=  
|active=  
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{{MoveData
{{MoveData
|image=LB2_Character_d+B.png
|image=LB2_Character_d+B.png
|caption=Text
|caption=Snk hitbox shenanigans
|name=2B
|name=2B
|data=
|data=
{{AttackData-LB2  
{{AttackData-LB2  
|damage=  
|damage= P:22/2 S:19/0
|startup=  
|startup=  
|active=  
|active=  
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|description=Description.
|description=Description.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Character_d+B2.jpg|2nd hitbox
LB2_Character_d+B2.png|2nd hitbox
</gallery>
</gallery>
}}
}}
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|data=
|data=
{{AttackData-LB2  
{{AttackData-LB2  
|damage=  
|damage= P:10/1 S:9/0
|startup=  
|startup=  
|active=  
|active=  
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|data=
|data=
{{AttackData-LB2  
{{AttackData-LB2  
|damage=  
|damage= P:19/2 S:15/0
|startup=  
|startup=  
|active=  
|active=  
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|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=This is the reason you pick O.Kaede. Thanks to a coding error,  Kaede has access to air chains if he does a jumping attack, then a 236 motion, then either A or B (as long as the jumping button and the button to use the motion aren't the same). This means O.Kaede can cancel his instant overhead j.C into j.236B (j.B) for combos. This makes his punishes, even for attacks that are only slightly minus on block, really good. Without this, it's fair to call him a worse Kaede, so if you want to play him, learning how to do the loop consistently is essential.
}}
}}
}}
}}
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|active=
|active=
|recovery=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Description
}}
}}
{{MoveData
|image=LB2_OKaede_5AB.png
|caption=Text
|name=5A>B
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state=  
|state=  
|frame advantage=
|frame advantage=
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}}
}}
{{MoveData
{{MoveData
|image=LB2_OKaede_qcf+B.png
|image=LB2_OKaede_qcf+A.png
|caption=Text
|caption=Text
|name=236B
|name=236B
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|image=LB2_Kaede_qcb+AB.png
|image=LB2_Kaede_qcb+AB.png
|caption=Text
|caption=Text
|name=214A
|name=214A/B
|data=
|data=
{{AttackData-LB2  
{{AttackData-LB2  
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|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description
|description=You can cancel the 1st and 2nd hit with 236236AB when you have meter or low health (no meter is consumed) to get a fireball in power and ex.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_OKaede_qcb+AB2.png|2nd hit
LB2_OKaede_qcb+AB2.png|2nd hit
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|tech=  
|tech=  
|description=Description
|description=Description
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_OKaede_qcb+AB2.png|2nd hit
LB2_OKaede_qcb+AB3.png|3rd hit
LB2_OKaede_qcb+AB4.png|4th hit (overhead)
</gallery>
  }}
  }}
}}
}}
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|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Just like Awakened Kaede, it doesn't grant any invincibility but rather crossup.
|description=Just like Awakened Kaede, it doesn't grant any invincibility but rather crossup. Moves farther in speed/ex than power.
  }}
  }}
}}
}}
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|recovery=  
|recovery=  
|state=  
|state=  
|frame advantage=KD
|frame advantage= -6
|meter gain=  
|meter gain=  
|guard=N/A  
|guard=N/A  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A simple air-throw. Doesn't lead to much advantage on hit, and has fairly poor anti-air priority. Its primary use is as a combo tool, due to being possible to "rejump" into from certain setups. Is part of Kaede's optimal meterless command grab confirms in Power Mode, and isn't very useful in Speed/EX since he has better meterless options in those modes.  
|description=A simple air-throw. Doesn't lead to much advantage on hit, and has fairly poor anti-air priority. Its primary use is as a combo tool, due to being possible to "rejump" into from certain setups. Is part of Kaede's optimal meterless command grab confirms in Power Mode, and isn't very useful in Speed/EX since he has better meterless options in those modes. It is -6 when you use it so you can be punished depending on the opponent.  
}}
}}
}}
}}
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|data=
|data=
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P:14 S:13
|damage=P:12 S:9
|startup=0  
|startup=0  
|active=N/A  
|active=N/A  
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|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A very fast and rewarding command grab. Relatively fast animation on whiff, but still punishable on reaction and has the same range as a regular throw. A cornerstone of Kaede's mixup game in all modes, due to his lackluster high/low opportunities. Just like Awakened Kaede, it is untechable upon launch and only cause soft knockdown if you don't follow-up.  
|description=A very fast and rewarding command grab. Relatively fast animation on whiff, but still punishable on reaction and has the same range as a regular throw. A cornerstone of Kaede's mixup game in all modes, due to his lackluster high/low opportunities. Just like Awakened Kaede, it is untechable upon launch and only cause soft knockdown if you don't follow-up. If you input it as 412364C you will throw the opponent in the opposite direction you were facing when you started the motion.  
*Can't juggle into SDM due to the startup.
*Can't juggle into SDM due to the startup.
*Can't juggle into Super Speed Combos from midscreen.
*Can't juggle into Super Speed Combos from midscreen.
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|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description
|description=A pilar of lightning that moves horizontally. Very good as an anti air, usually used to close out a round with a good read. It is very much unsafe on block, especially when done at close range so you shouldn't be using this move like a spacing tool or neutral check while in Desperation. Holding the move doesn't increase its damage.
  }}
  }}
}}
}}
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|data=
|data=
{{AttackData-LB2  
{{AttackData-LB2  
|damage=  
|damage= 85/12
|startup=  
|startup=  
|active=  
|active=  
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|cancel=  
|cancel=  
|tech=  
|tech=  
|description=
|description=Similar in concept to 21416AB, however, you cannot combo into this from 41236C command grab or DM cancel into it from 214A, as such, its uses are very limited. If not all hits connect, it does less damage than the regular DM, making it a very inconsistent tool in general. Use it for max damage conversions off of 6C. Holding the move doesn't increase its damage.
  }}
  }}
}}
}}
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* A + B + C + 2C + A + 2C + 6BC
* A + B + C + 2C + A + 2C + 6BC
* A + B + C + 2C + A + BC + A + 236B
* A + B + C + 2C + A + BC + A + 236B
==Videos==
{{#ev:youtube|k28WZnvHMxU|||'''O.Kaede (Combo Guide).''' by [https://twitter.com/Light_Speed_17 Light Speed Lucas]|frame}}
{{Navbox LB2}}
{{Navbox LB2}}


[[Category:The Last Blade 2]]
[[Category:The Last Blade 2]]
[[Category:Kaede (Original)]]
[[Category:Kaede (Original)]]

Revision as of 08:28, 26 February 2023

Kaede b.gif

Introduction

You can access Original Kaede by highlighting Kaede at the character select screen, and pressing C 9 times, B once, and C 4 more times. If you do this right, you'll hear his voice, and then you can select him with A or D.

Original Kaede loses a bit of the advantages his awakened form has, playing more carefully with this version is recommended. He does have a better fireball, and access to air chains in any mode thanks to a glitch giving him decent damage and an instant overhead. Some rule sets for this game ban this entirely, (it can lead to an infinite) but usually 1 or 2 reps is allowed.

Normals

Standing

5A
LB2 Character A.png
Behold: the poke!
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:10/1 S:6/0 - - - - - - - - -

A very fast but decently long range poke with good horizontal priority. Easily O.Kaede's best grounded poke due to being incredibly noncommital and stuffing most approach attempts. Notably it can also combo into most specials depending on your range, with DP in particular being very consistent at even longer ranges. Can serve as an anti-air if spaced against jump ins with weak air-to-ground priority.

4A
LB2 Character b+A.png
Back strike
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:10/1 S:6/0 5 1 - - +10 - - - -

Combo starter with a pretty decent hitbox. Relegated to being combo/punish fodder since it's not particularly fast and it's overshadowed by 5A as a poke. Links into 6C, even though it's a 1 frame link it's the key to your maximum damage conversions.

5B
LB2 Character B.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:24/3 S:13/0 - - - - - - - - -

Slower than it should be, can be difficult to combo outside of chain combos

6B
LB2 Character f+B.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:40/5 S:19/0 - - - - - - - - -

Huge range for a 6B, being comparable to Kagami and Moriya's 6B. Doesn't lead to anything on hit, but if spaced right it's difficult to punish on block. Solid damage on Power, and serves as a chain ender in Speed.

5C
LB2 Character C.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:10/1 S:9/0 - - - - - - - - -

Hits OTG. Cancel into 41236C after an OTG hit for extra meter build.

6C
LB2 Character f+C.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:15/1 S:13/0 8 2 - - kd - - P -

A wallbounce with decent range. Can be canceled in power for super confirms, or guarantee an OTG/oki in any mode. Difficult for some characters to punish on block if spaced and canceled, however it can always be punished if what you do (or don't do) after the hit is read.

BC(Power)
LB2 Character pBC.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
49 47 - - - - - - - -

An unblockable which can be held down to delay. Due to significant startup and being possible to deflect, it's typically rather useless. In theory you can bait deflects fairly easily with it, but 41236C is just generally better at doing that.

BC(Speed/EX)
LB2 Character sBC.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
13/0 - - - - - - - - -

An overhead which can lead to combo. Reactable, and O.Kaede's lows are already fairly underwhelming, so it's not often very useful during pressure situations. Also works as an anti-air.

3B
LB2 Character df+B.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - - - -

Hits OTG.

  • 4A, 5A, 5B, and 5C can all be canceled in both Power Mode and Speed Mode
  • 6B (Power and Speed) is not cancelable
  • 6C in Speed Mode is not cancelable

Crouching

2A
LB2 Character d+A.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:10/1 S:9/0 - - - - - - - - -

Description.

2B
LB2 Character d+B.png
Snk hitbox shenanigans
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:22/2 S:19/0 - - - - - - - - -

Description.

2C
LB2 Character d+C.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:10/1 S:9/0 - - - - - - - - -

Description.

3C
LB2 Character df+C.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:19/2 S:15/0 - - - - - - - - -

Description.

Air

J.A
LB2 Character jA.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:10/1 S:9/0 - - - - - - - - -

Description.

J.B
LB2 Character jB.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:21/2 S:10/0 - - - - - - - - -

Description.

J.C
LB2 Character jC.png
The highest of highs
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:10/1 S:9/0 - - - - - - - - -

This is the reason you pick O.Kaede. Thanks to a coding error, Kaede has access to air chains if he does a jumping attack, then a 236 motion, then either A or B (as long as the jumping button and the button to use the motion aren't the same). This means O.Kaede can cancel his instant overhead j.C into j.236B (j.B) for combos. This makes his punishes, even for attacks that are only slightly minus on block, really good. Without this, it's fair to call him a worse Kaede, so if you want to play him, learning how to do the loop consistently is essential.

  • all but low A and low C in Power mode can cancel when crouching

Speed chain

5A>A
LB2 OKaede 5A.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - - - -

Description

5A>B>C
LB2 OKaede 5ABC.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - - - -

Description

  • All moves in this section are exclusive to speed/EX mode

Special Moves

Single Slash Squall - 236A/B

236A
LB2 OKaede qcf+A.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:21/2 S:19/2 - - - - - - M - -

A single hit projectile unlike Awakened Kaede version. It's still easily hopped over with good reaction, and has fairly long recovery. Useful for frame traps.

236B
LB2 OKaede qcf+A.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:24/3 S:23/2 - - - - - - M P ○/○ S ○/○ -

Similar to A version, but it travels faster but comes out slower.

  • Kaede launches an air energy projectile.

Single Slash Air Fang - 623A/B

623A
LB2 OKaede dp+A.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:5+17 S:3+14 7 - - - - - M - -

Description

623B
LB2 OKaede dp+B.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - M - -

Description

  • Kaede does a jumping upward slashing uppercut
  • B version can follow-up with knockdown.

Single Slash Fillet Flash = 214A/B

214A/B
LB2 Kaede qcb+AB.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - M/H - -

You can cancel the 1st and 2nd hit with 236236AB when you have meter or low health (no meter is consumed) to get a fireball in power and ex.

214B
LB2 Kaede qcb+AB.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - M/H - -

Description

  • Kaede runs forward to deliver 3 slashes
  • Both version ends in a knockdown
  • Super cancel able

East Wind Wallop - 214C

214C
LB2 OKaede qcb+C.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
N/A N/A N/A 36 - N/A - N/A - -

Just like Awakened Kaede, it doesn't grant any invincibility but rather crossup. Moves farther in speed/ex than power.

  • Kaede rolls forward
  • possibly ends up on opposite site of opponent, but may leave him vulnerable

Ittou Raitei - 7/8/9CD (in air)

j.CD
LB2 OKaede ju+CD.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:31 S:24 0 N/A - - -6 - N/A - -

A simple air-throw. Doesn't lead to much advantage on hit, and has fairly poor anti-air priority. Its primary use is as a combo tool, due to being possible to "rejump" into from certain setups. Is part of Kaede's optimal meterless command grab confirms in Power Mode, and isn't very useful in Speed/EX since he has better meterless options in those modes. It is -6 when you use it so you can be punished depending on the opponent.

  • Kaede catches opponent in air and slams them into the ground.

Single Slash Storm Blast - 41236C (in close)

41236C
LB2 OKaede hcf+C.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:12 S:9 0 N/A 34 - Launch - N/A - -

A very fast and rewarding command grab. Relatively fast animation on whiff, but still punishable on reaction and has the same range as a regular throw. A cornerstone of Kaede's mixup game in all modes, due to his lackluster high/low opportunities. Just like Awakened Kaede, it is untechable upon launch and only cause soft knockdown if you don't follow-up. If you input it as 412364C you will throw the opponent in the opposite direction you were facing when you started the motion.

  • Can't juggle into SDM due to the startup.
  • Can't juggle into Super Speed Combos from midscreen.
  • Kaede does a small assault, allows for further juggling after finishes.

Desperation Move

Lively Dragon Pounce - 21416AB

21416AB
LB2 OKaede qcb+df+f+AB.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:76/9 S:71/8 - - - - - - M - -

A pilar of lightning that moves horizontally. Very good as an anti air, usually used to close out a round with a good read. It is very much unsafe on block, especially when done at close range so you shouldn't be using this move like a spacing tool or neutral check while in Desperation. Holding the move doesn't increase its damage.

  • Kaede strikes the ground creating a single vertical forward-moving electrical strike.
  • Chargeable.

Super Desperation Moves

Lively "Bad Dragon Rising" - 21416B

21416B
LB2 OKaede qcb+df+f+B.png
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
85/12 - - - - KD - M - -

Similar in concept to 21416AB, however, you cannot combo into this from 41236C command grab or DM cancel into it from 214A, as such, its uses are very limited. If not all hits connect, it does less damage than the regular DM, making it a very inconsistent tool in general. Use it for max damage conversions off of 6C. Holding the move doesn't increase its damage.

  • Similar motion to the Lively Dragon Pounce, only resulting in three strikes.
  • Chargeable.

Combos

Any Mode

  • (LOOP) 4A, 4A, 5A, 623B>623B
  • 41236C, J.CD
  • Dash A/B, 214A
  • (LOOP), 5C, 623B>623B
  • (LOOP), 5C, 214A
  • 41236C, 623B>623B
  • 41236C, 21416AB

Power Mode Only

hcf C, qcf, qcf AB
j B, B, qcf, qcf AB
j B, f C, qcb, db, f B

EX Mode Only

j B, b A, A, A, B, qcf, qcf B

Power and EX Mode

hcf C (close in), qcb, db, f B
Dash A/B, qcf, qcf B
j B, B, qcf, qcf B

Speed and EX Mode

j B, A, B, C
j B, b A, A, A, B, f C
Dash A/B, d B, qcf B
Dash A/B, B, qcb A
Dash A/B, B, BC, dp B(x2)
j B, b A, A, A, B, qcf B

Super Speed Combos

  • A + B + C + A + B + C + A + B + 236C
  • A + B + C + A + B + C + C + B + 236A
  • A + B + C + 2C + A + 2C + 6BC
  • A + B + C + 2C + A + BC + A + 236B

Videos

O.Kaede (Combo Guide). by Light Speed Lucas
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

Akari IchijoGenbu no OkinaHibiki TakaneHyo AmanoJuzoh KanzakiKaede (Original)KaedeKeiichiro WashizukaKojiroh SanadaKouryuMoriya MinakataMukuroRekka LeeSetsunaShigen NaoeShinnosuke KagamiYukiZantetsu