Difference between revisions of "The Last Blade 2/Shinnosuke Kagami"
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|cancel=○/○ | |cancel=○/○ | ||
|tech=Air | |tech=Air | ||
|description=While not useful in neutral or pressure this is one of Kagami's most important normals. When input as 4AC it can link from 2C as a 1f link. | |description=While not useful in neutral or pressure this is one of Kagami's most important normals. When input as 4AC or 7A it can link from 2C as a 1f link. | ||
*Due to a bug pressing 4A by itself at the proper timing for linking from 2C will result in 2A. Using 4AC/7A bypasses a frame of standing animation making the link work (this isn’t limited to Kagami but it’s required for him) | |||
}} | }} | ||
}} | }} | ||
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|cancel=○/○ | |cancel=○/○ | ||
|tech=Air | |tech=Air | ||
|description=Generally useless, though if the opponent leaves themselves open for a huge punish you can use 5B to special cancel into 623B and go into his super. | |description=Generally useless outside of speed chains if you wanted, though if the opponent leaves themselves open for a huge punish you can use 5B to special cancel into 623B and go into his super in power mode. | ||
}} | }} | ||
}} | }} | ||
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|cancel= x/x | |cancel= x/x | ||
|tech=Air | |tech=Air | ||
|description=Massive range, and equally massive startup and recovery. Decent poke from a distance when none of his other buttons will reach but should be used with caution. It's | |description=Massive range, and equally massive startup and recovery. Decent poke from a distance when none of his other buttons will reach but should be used with caution. It's possible to link into 2C as a 1f link, and can lead to big damage if execution is on point. The difficulty of this makes so it’s not used often in real matches | ||
}} | }} | ||
}} | }} | ||
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|cancel=○/○ | |cancel=○/○ | ||
|tech=Air | |tech=Air | ||
|description=Basic 5C, hits OTG. Use this when you're worried that 3B's range might hit | |description=Basic 5C, hits OTG. Use this when you're worried that 3B's range might miss. Commonly used to tech chase in power mode when close and can lead to dm for an easy hit confirm if you wanted. | ||
}} | }} | ||
}} | }} | ||
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|cancel=○/○ | |cancel=○/○ | ||
|tech=Air | |tech=Air | ||
|description=Kagami's single best normal. A low with only two frames of startup that Kagami is able to confirm off of with 4A+C. Incredible for neutral, pressure, and punishes, all around phenomenal normal. Fastest 2C in the game | |description=Kagami's single best normal. A low with only two frames of startup that Kagami is able to confirm off of with 4A+C/7A. Incredible for neutral, pressure, and punishes, all around phenomenal normal. Fastest 2C in the game | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
* | *All buttons are cancellable in Speed Mode minus 6B and 6C | ||
====Air==== | ====Air==== | ||
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|version=Power | |version=Power | ||
|damage=50(24)/6(3) | |damage=50(24)/6(3) | ||
|startup= | |startup= 23 | ||
|active= | |active= 4 | ||
|recovery= | |recovery= 28 | ||
|state=Any | |state=Any | ||
|frame advantage= | |frame advantage= -3/-23 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
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|version=Speed | |version=Speed | ||
|damage=40(20)/4(2) | |damage=40(20)/4(2) | ||
|startup= | |startup= 23 | ||
|active= | |active= 4 | ||
|recovery= | |recovery= 28 | ||
|state=Any | |state=Any | ||
|frame advantage= | |frame advantage= -3/-23 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|tech=Ground(1st hit) | |tech=Ground(1st hit) | ||
|description=Used only off of air parries or occasionally as an ender for chain combos. does good damage. | |description=Used only off of air parries or occasionally as an ender for chain combos. does good damage. Juggles on hit vs airborne allowing followups with delayed 236B rekka or 623A in a corner. | ||
* Follow up with '''Shiranui''' (236B) to set his sword aflame and knock his opponent down with it | * Follow up with '''Shiranui''' (236B) to set his sword aflame and knock his opponent down with it | ||
<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"> | ||
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|version=Power | |version=Power | ||
|damage=32(24)(10)/7(3)(4) | |damage=32(24)(10)/7(3)(4) | ||
|startup= | |startup= 5 | ||
|active= | |active= 2,(4),4 | ||
|recovery= | |recovery= 42 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= -/-43,-/-36 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
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|version=Speed | |version=Speed | ||
|damage=27(19)(9)/5(1) | |damage=27(19)(9)/5(1) | ||
|startup= | |startup= 5 | ||
|active= | |active= 2,(4) 4 | ||
|recovery= | |recovery= 42 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage=-/-43, -/-36 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=In theory this may be useful as a rare reversal option but generally sees no use. | |description=In theory this may be useful as a rare reversal option but generally sees no use. First hit can miss crouching opponents. | ||
<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_Kagami_dp+A2.png|2nd hit | LB2_Kagami_dp+A2.png|2nd hit | ||
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|version=Power | |version=Power | ||
|damage=39(28)(13)/7(3)(4) | |damage=39(28)(13)/7(3)(4) | ||
|startup= | |startup= 15 | ||
|active= | |active= 2,(4),4 | ||
|recovery= | |recovery= 58 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= -/-59 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
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|version=Speed | |version=Speed | ||
|damage=32(11)/5(1) | |damage=32(11)/5(1) | ||
|startup= | |startup= 15 | ||
|active= | |active= 2,(4),4 | ||
|recovery= | |recovery= 58 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= -/-59 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
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*4A 5A 2A 2B BC 623A (corner) | *4A 5A 2A 2B BC 623A (corner) | ||
*Dash B 2B BC or any special | *Dash B 2B BC or any special | ||
*2Cx3, 4AC, 5A, 2A, 2B, BC dash otg | *2Cx3, 4AC, 5A, 2A, 2B, BC dash otg 3BCD or hop forward B (catches a tech) 3B. Bnb in speed | ||
*2Cx3, 4AC, 5A, 2A, 2B, 6B, 2C 623B (difficult, optimal for damage) | *2Cx3, 4AC, 5A, 2A, 2B, 6B, 2C 623B (difficult, optimal for damage without breaking any rules) | ||
*2Cx1-4, 623B | *2Cx1-4, 623B | ||
*[2C 4AC 6B]xN infinite. Very difficult to do consistently, 2 1F links in a row. May be limited in some rulesets. | |||
*J.B, 4A, 5A, 5A, 2B, 236B (x2), dash 3B | *J.B, 4A, 5A, 5A, 2B, 236B (x2), dash 3B | ||
*j2C, 22A/B. Combo into fandango. If j2C hits vs an airborne opponent high enough this can work anywhere on screen | |||
*22A/B 5A 5B 5C 2C 2A 2C 6BC | *22A/B 5A 5B 5C 2C 2A 2C 6BC | ||
After the launch you have several options depending on screen position and desperation status | After the launch you have several options depending on screen position and desperation status | ||
*1. dash j2C 236Bx2 dash 3B Most damaging option outside a corner | *1. dash j2C 236Bx2 dash 3B Most damaging option outside a corner | ||
*2. j2C 236B 623A 3B (corner) | *2. j2C 236B 623A 3B (corner) | ||
*3. 63214A ( | *3. 63214A (whiff) 623A works anywhere. Whiffing 63214A or doing 214C (release) immediately after the launch messes with gravity and causes the opponent to drop closer to you, making the 623A connect without requiring a dash | ||
*4. 214C(hold) use this to delay win pose and get meter back when it kills. | *4. 214C(hold) use this to delay win pose and get meter back when it kills. | ||
*5. j41236AB. (corner in desperation) J.2C xx j41236AB can work here as well. Input the dm as 412369~AB (a slight pause between the 9 and the button inputs) To cancel dive into dm input the dm as quickly as possible. | *5. j41236AB. (corner in desperation) J.2C xx j41236AB can work here as well. Input the dm as 412369~AB (a slight pause between the 9 and the button inputs) To cancel dive into dm input the dm as quickly as possible. | ||
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*412D 623B (41236AB in desperation) | *412D 623B (41236AB in desperation) | ||
*412D j.2C 236B 623A (41236AB in desperation) 3B. Corner | *412D j.2C 236B 623A (41236AB in desperation) 3B. Corner | ||
*412D D 214C (hold) Use when you know it will kill to end a round and get meter back | |||
{{Navbox LB2}} | {{Navbox LB2}} | ||
[[Category:The Last Blade 2]] | [[Category:The Last Blade 2]] | ||
[[Category:Shinnosuke Kagami]] | [[Category:Shinnosuke Kagami]] |
Revision as of 03:16, 10 March 2023
Normals
Standing
5A |
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4A |
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5B |
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6B |
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5C |
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6C |
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3B |
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Dashing normals
Dashing High |
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Dashing Low |
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Crouching
2A |
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2B |
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2C |
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3C |
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- All buttons are cancellable in Speed Mode minus 6B and 6C
Air
j.A |
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j.B |
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j.C |
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j.2C |
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Speed chain
5A>A |
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5A>B>C |
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- All moves in this section are exclusive to speed/EX mode
Universal Mechanics
Throw C+D |
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5B+C |
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- A, B, and C can cancel in both Power Mode and Speed Mode
- forward + B (Power and Speed) is not cancellable
- forward + C in Speed Mode is not cancellable
Special Moves
Hienyoku 236A |
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Gouensou 236B |
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Syouhoukou 623A/B |
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- Both versions are Super Cancel able. First hitbox of 623B is air unblockable
Enhoukou 63214A/B(close) |
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- Kagami grabs opponent, lifts them into the air, stabs them with his sword and explodes the opponent with fire
Shizukanarukodou 214C |
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Desperation Moves
Gurensuzaku 41236AB(in-air) |
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- From the air, Kagami dives down like he does in Like a Furnace, incased in fire and hits again making a V shape and taking the opponent on his flight path
Seikairyougen 641236AB |
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Super Desperation Moves
Hououtensyou 41236B (in-air) |
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- Same motion as Sparrow of the Red Lotus Thrust, but deals more damage and creates a phoenix image during the attack
Combos
Any Mode
- J.2C 63214A
- J.2C 41236AB 3B
- 2Cx3/4
- J.2C 236Bx2 (vs airborne)
Power
- 2C(x2/3) 4AC 623B 41236AB
Not strictly power mode only but you want to learn this. Bnb combo into dm. How many 2C’s you use depends on how close you are to your opponent. 2C 4AC is a 1f link
- 6B 2C 4AC 623B 41236AB. Big damage flex punish combo. 2 1f links in a row
EX Mode
- 2Cx3 623B j41236AB
- See speed mode. Ex combos for kagami are the same as speed mode, anywhere you can put a 623B or 623A you add his DM when you have meter or are in desperation
Power and EX Mode
- j.2C 623B, 41236AB, 3B
- j.2C, j41236B
- jB, j41236B
Speed
- 4A 5A 2A 2B BC 623A (corner)
- Dash B 2B BC or any special
- 2Cx3, 4AC, 5A, 2A, 2B, BC dash otg 3BCD or hop forward B (catches a tech) 3B. Bnb in speed
- 2Cx3, 4AC, 5A, 2A, 2B, 6B, 2C 623B (difficult, optimal for damage without breaking any rules)
- 2Cx1-4, 623B
- [2C 4AC 6B]xN infinite. Very difficult to do consistently, 2 1F links in a row. May be limited in some rulesets.
- J.B, 4A, 5A, 5A, 2B, 236B (x2), dash 3B
- j2C, 22A/B. Combo into fandango. If j2C hits vs an airborne opponent high enough this can work anywhere on screen
- 22A/B 5A 5B 5C 2C 2A 2C 6BC
After the launch you have several options depending on screen position and desperation status
- 1. dash j2C 236Bx2 dash 3B Most damaging option outside a corner
- 2. j2C 236B 623A 3B (corner)
- 3. 63214A (whiff) 623A works anywhere. Whiffing 63214A or doing 214C (release) immediately after the launch messes with gravity and causes the opponent to drop closer to you, making the 623A connect without requiring a dash
- 4. 214C(hold) use this to delay win pose and get meter back when it kills.
- 5. j41236AB. (corner in desperation) J.2C xx j41236AB can work here as well. Input the dm as 412369~AB (a slight pause between the 9 and the button inputs) To cancel dive into dm input the dm as quickly as possible.
Super Speed Combos
- A + B + C + A + B + C + A + B + 236C
- A + B + C + A + B + C + C + B + 236A easiest one for damage without extra followups
- A + B + C + d C + A + d C + 6BC Use this for damaging followups
- A + B + C + d C + A + BC + A + 236B
Guard Cancel
- 412D j.2C 236Bx2 3B. Best for damage outside of desperation. Delay the 2nd 236B slightly
- 412D 623B (41236AB in desperation)
- 412D j.2C 236B 623A (41236AB in desperation) 3B. Corner
- 412D D 214C (hold) Use when you know it will kill to end a round and get meter back