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[[File:Kojirou-med1.gif|right|frame]] | [[File:Kojirou-med1.gif|right|frame]] | ||
==Overview== | |||
Placeholder | |||
{| class="wikitable" | |||
|+ | |||
! Style | |||
! Strengths | |||
! Weaknesses | |||
|- | |||
! scope=row | Power | |||
| | |||
* Strength 1 | |||
* Strength 2 | |||
| | |||
* Weakness 1 | |||
* Essential tools extend her hurtbox during startup | |||
|- | |||
! scope=row | Speed | |||
| | |||
* Strength 1 | |||
* Strength 2 | |||
| | |||
* Weakness 1 | |||
* Essential tools extend her hurtbox during startup | |||
|- | |||
! scope=row | EX | |||
| | |||
* Strength 1 | |||
* Strength 2 | |||
| | |||
* Weakness 1 | |||
* Essential tools extend her hurtbox during startup | |||
|} | |||
==Normals== | ==Normals== | ||
====Standing==== | ====Standing==== | ||
{{MoveData|image=LB2_Kojiroh_A. | {{MoveData | ||
|image=LB2_Kojiroh_A.png | |||
{{MoveData|image= | |caption=Text | ||
|name=5A | |||
|data= | |||
{{ | {{AttackData-LB2 | ||
{{MoveData|image= | |version= Power | ||
|damage=13/1 | |||
|startup=6 | |||
|active=2 | |||
|recovery=15 | |||
|state= Any | |||
|frame advantage=+6/-7 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=8/0 | |||
|startup=6 | |||
|active=2 | |||
|recovery=15 | |||
|state= Any | |||
|frame advantage=+6/-9 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
|description=A fairly average jab with good horizontal priority but terrible anti-air priority. Leads to good damage in speed/EX and can be useful for resetting the opponent after a launch. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Kojiroh_b+A.png | |||
|caption=Text | |||
|name=4A | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=13/1 | |||
|startup=4 | |||
|active=2 | |||
|recovery=15 | |||
|state= Any | |||
|frame advantage=+6/-7 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=8/0 | |||
|startup=4 | |||
|active=2 | |||
|recovery=15 | |||
|state= Any | |||
|frame advantage=+6/-9 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
|description=A fast jab that leads to good damage in any mode, but its range is incredibly short and as such becomes fairly situational to use. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Kojiroh_B.png | |||
|caption=Text | |||
|name=5B | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=36/3 | |||
|startup=13 | |||
|active=23 | |||
|recovery=24 | |||
|state= Any | |||
|frame advantage=+1/-10 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=16/0 | |||
|startup=13 | |||
|active=23 | |||
|recovery=24 | |||
|state= Any | |||
|frame advantage=+1/-19 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
|description=A slow, short range shoulder bash. Typically inferior to 2B, but has faster startup which leads to tighter blockstrings. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Kojiroh_f+B.png | |||
|caption=Text | |||
|name=6B | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=50/6 | |||
|startup=20 | |||
|active=2 | |||
|recovery=33 | |||
|state= Any | |||
|frame advantage=-5/-13 | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=23/0 | |||
|startup=14 | |||
|active=2 | |||
|recovery=33 | |||
|state= Any | |||
|frame advantage=-5/-23 | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= | |||
|description=A long range poke whose utility vastly changes depending on whether you're using power or speed/EX. -todo- | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Kojiroh_C.png | |||
|caption=Text | |||
|name=5C | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=13/1 | |||
|startup=10 | |||
|active=2 | |||
|recovery=18 | |||
|state= Any | |||
|frame advantage=+3/-12 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=11/0 | |||
|startup=10 | |||
|active=2 | |||
|recovery=18 | |||
|state= Any | |||
|frame advantage=+3/-12 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
|description=Hits OTG. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Kojiroh_f+C.png | |||
|caption=Text | |||
|name=6C | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=19/2 | |||
|startup=11 | |||
|active=8 | |||
|recovery=22 | |||
|state= Any | |||
|frame advantage=-/-21 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= None | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=16/0 | |||
|startup=11 | |||
|active=8 | |||
|recovery=22 | |||
|state= Any | |||
|frame advantage=-/-21 | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= None | |||
|description=A wallbounce with a relatively disjointed hitbox compared to most others. Also an incredibly active normal, so it can find some use as a whiff punish. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Kojiroh_pBC.png | |||
|caption=Text | |||
|name=BC(Power) | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard= UB | |||
|cancel= x/x | |||
|tech= None | |||
|description=An unblockable which can be held to delay the hit. One of the more viable unblockables in the game because Kojiroh takes a step back before charging, allowing you to bait a lot of moves thanks to the extra distance. Beware that the hitbox can still be deflected, but this can be countered by holding the input for a short while. Note that this move will slide Kojiroh farther and faster the longer it is charged. Super cancelable when charged long enough | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Kojiroh_sBC.png | |||
|caption=Text | |||
|name=BC(Speed/EX) | |||
|data= | |||
{{AttackData-LB2 | |||
|damage=19/0 | |||
|startup=23 | |||
|active=3 | |||
|recovery=23 | |||
|state= Any | |||
|frame advantage=-/-20 | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= | |||
|description=A reactable overhead that causes a stagger if it hits a crouch blocking opponent, or a launch if combo'd into. Serviceable as a quick anti-air. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Kojiroh_df+BC.png | |||
|caption=Text | |||
|name=6BC(Speed/EX) | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= | |||
|description=A command normal exclusive to speed/EX mode which cannot be chained into. Hits high, but is not a very good mixup tool due to being reactable and punishable on block. What this move is incredible at is anti-airing, as the hitbox is very tall and the hit itself is untechable into a hard knockdown. Dm can juggle after and if landed against a jumping opponent, you can even combo directly into a fandango (22A/B). If landed too low to do so or you lack meter, it's ideal to instead combo into 623B or 6B depending on your range. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Kojiroh_df+B.png | |||
|caption=Text | |||
|name=3B | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=21 | |||
|startup=14 | |||
|active=8 | |||
|recovery=22 | |||
|state= Ground | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=N/A | |||
|cancel= x/x | |||
|tech= N/A | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=23 | |||
|startup=14 | |||
|active=8 | |||
|recovery=22 | |||
|state= Ground | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=N/A | |||
|cancel= x/x | |||
|tech= N/A | |||
|description=Hits OTG. | |||
}} | |||
}} | |||
====Crouching==== | ====Crouching==== | ||
{{MoveData|image=LB2_Kojiroh_d+A. | {{MoveData | ||
{{MoveData|image=LB2_Kojiroh_d+ | |image=LB2_Kojiroh_d+A.png | ||
{{ | |image2=LB2_Kojiroh_d+A2.png | ||
{{MoveData|image=LB2_Kojiroh_d+ | |caption=That's not how meaties work | ||
{{ | |name=2A | ||
{{MoveData|image=LB2_Kojiroh_df+C. | |data= | ||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=13/1 | |||
|startup=5 | |||
|active=2,2 | |||
|recovery=18 | |||
|state= Any | |||
|frame advantage=-2(-2)/-10(-10) | |||
|meter gain= | |||
|guard=L | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=11/0 | |||
|startup=5 | |||
|active=2,2 | |||
|recovery=18 | |||
|state= Any | |||
|frame advantage=-2(+4)/-22(-16) | |||
|meter gain= | |||
|guard=L | |||
|cancel= o/o | |||
|tech= | |||
|description=A quick low with decent range. Hitting late with this move will alter its hitstun slightly (shown in brackets). If playing in power mode this becomes a primary poke for keeping opponents at bay. At -2 (on its first hitbox) it’s one of the few truly safe normals in this game when used on it’s own | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Kojiroh_d+B.png | |||
|image2=LB2_Kojiroh_d+B2.png | |||
|caption=''Mind the gap here'' | |||
|name=2B | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=26/3 | |||
|startup=18 | |||
|active=1-(1)-2 | |||
|recovery=23 | |||
|state= Any | |||
|frame advantage=+2(+4)/-10(-10) | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=19/0 | |||
|startup=19 | |||
|active=2-(2)-2 | |||
|recovery=23 | |||
|state= Any | |||
|frame advantage=0(+4)/-20(-16) | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
|description=A long range poke which does solid damage in its own right and can be canceled for more damage. Part of your optimal speed chains, but becomes unsafe on block while in speed/EX so you must hitconfirm correctly. There is a gap during the active frames of this move despite only being one hit, and connecting the late part of the move will change its hitstun (shown in brackets). | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Kojiroh_d+C.png | |||
|caption=Cross under 82c for extra schmix | |||
|name=2C | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=13/1 | |||
|startup=4 | |||
|active=2 | |||
|recovery=16 | |||
|state= Any | |||
|frame advantage=+5/-10 | |||
|meter gain= | |||
|guard=L | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=11/0 | |||
|startup=4 | |||
|active=2 | |||
|recovery=16 | |||
|state= Any | |||
|frame advantage=+5/-10 | |||
|meter gain= | |||
|guard=L | |||
|cancel= o/o | |||
|tech= | |||
|description=A 3f low with poor range and priority, but makes for a great mixup tool in either mode. Can be used as an alternative to 4A in some matchups, but will lead to less reward upon doing so. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Kojiroh_df+C.png | |||
|caption=Text | |||
|name=3C | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=24/3 | |||
|startup=10 | |||
|active=2 | |||
|recovery=26 | |||
|state= Any | |||
|frame advantage=KD/-19 | |||
|meter gain= | |||
|guard=L | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=19/0 | |||
|startup=10 | |||
|active=2 | |||
|recovery=26 | |||
|state= Any | |||
|frame advantage=KD/-19 | |||
|meter gain= | |||
|guard=L | |||
|cancel= o/o | |||
|tech= | |||
|description=A slide kick with moderate range. Incredibly unsafe on block or whiff, and isn't active for nearly as long as you'd think. As such this move will often be stuffed and isn't nearly as useful as you'd think at first glance. | |||
}} | |||
}} | |||
====Air==== | ====Air==== | ||
{{MoveData|image=LB2_Kojiroh_jA. | {{MoveData | ||
{{MoveData|image=LB2_Kojiroh_jB. | |image=LB2_Kojiroh_jA.png | ||
{{MoveData|image=LB2_Kojiroh_jC. | |caption=Text | ||
Can also be used to punish the opponent for dropping tech chases, but is way too risky for what it's worth given Kojiroh's lack of divekicks.}}}} | |name=J.A | ||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=13/1 | |||
|startup=5 | |||
|active=4 | |||
|recovery=N/A | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=11/0 | |||
|startup=5 | |||
|active=4 | |||
|recovery=N/A | |||
|state= Any | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= Air | |||
|description=A quick jumping normal with great air to air priority, and loads your options against grounded opponents very effectively if spaced. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Kojiroh_jB.png | |||
|caption=Text | |||
|name=J.B | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=26/3 | |||
|startup=8 | |||
|active=4 | |||
|recovery=N/A | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |||
|guard= H | |||
|cancel= x/x | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=13/0 | |||
|startup=8 | |||
|active=4 | |||
|recovery=N/A | |||
|state= Any | |||
|frame advantage=+6/-9 | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= Air | |||
|description=A large normal with an equally large amount of hurtbox extension. Can be used as a commital jump-in while in power mode thanks to the high damage, but is almost entirely inferior to j.C in speed/EX. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Kojiroh_jC.png | |||
|caption=Win condition | |||
|name=J.C | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=13/1 | |||
|startup=4 | |||
|active=7 | |||
|recovery=N/A | |||
|state= Any | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=11/0 | |||
|startup=4 | |||
|active=7 | |||
|recovery=N/A | |||
|state= Any | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= Air | |||
|description=Kojiroh's primary jump in. Great disjoint against grounded opponents, has minimal hurtbox extension, and still has the range to intercept the opponent if they hop. Couple that with its incredible frame data, and you've got a phenomenal tool to extend pressure or punish projectiles. | |||
Can also be used to punish the opponent for dropping tech chases, but is way too risky for what it's worth given Kojiroh's lack of divekicks. | |||
}} | |||
}} | |||
====Dashing==== | |||
{{MoveData | |||
|image=LB2_Kojiroh_dashHigh.png | |||
|caption=Text | |||
|name=Dashing high | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=26/3 | |||
|startup=10 | |||
|active=2 | |||
|recovery=30 | |||
|state= Any | |||
|frame advantage=-3/-10 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=19/0 | |||
|startup=10 | |||
|active=2 | |||
|recovery=30 | |||
|state= Any | |||
|frame advantage=-3/-23 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
|description=A high priority dashing normal. Typically not used very often in neutral since Kojiroh's command run loads your options significantly better than a normal dash, but this move can prove useful for certain oki setups due to hitting ground techs. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Kojiroh_dashLow.png | |||
|caption=Text | |||
|name=Dashing low | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=26/3 | |||
|startup=10 | |||
|active=10 | |||
|recovery=23 | |||
|state= Any | |||
|frame advantage=KD/-24 | |||
|meter gain= | |||
|guard=L | |||
|cancel= | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=19/0 | |||
|startup=10 | |||
|active=10 | |||
|recovery=23 | |||
|state= Any | |||
|frame advantage=KD/-23 | |||
|meter gain= | |||
|guard=L | |||
|cancel= | |||
|tech= | |||
|description=A dashing low with a ton of active frames. Everything 3C should have been and more, but unfortunately finds little use due to the prerequisite of dashing. | |||
}} | |||
}} | |||
====Speed chain==== | |||
{{MoveData | |||
|image=LB2_Kojiroh_5aa.png | |||
|caption=Text | |||
|name=5A>A | |||
|data= | |||
{{AttackData-LB2 | |||
|damage=8/0 | |||
|startup=5 | |||
|active=2 | |||
|recovery=19 | |||
|state= Any | |||
|frame advantage=+2/-13 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
|description=Combo filler. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Kojiroh_5a2a.png | |||
|image2=LB2_Kojiroh_5a2a2.png | |||
|caption=Consistent hitstun unlike the raw version | |||
|name=5A>2A | |||
|data= | |||
{{AttackData-LB2 | |||
|damage=11/0 | |||
|startup=3 | |||
|active=2,2 | |||
|recovery=18 | |||
|state= Any | |||
|frame advantage=+1/-14 | |||
|meter gain= | |||
|guard=L | |||
|cancel= o/o | |||
|tech= | |||
|description=A solid low with more useful cancel properties compared to the normal 2A. Inputting this as 3A gives the standalone version of the normal. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Kojiroh_5abc.png | |||
|caption=Text | |||
|name=C of A>B>C | |||
|data= | |||
{{AttackData-LB2 | |||
|damage=23/0 | |||
|startup=10 | |||
|active=4 | |||
|recovery=26 | |||
|state= Any | |||
|frame advantage=KD/-24 | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= Air | |||
|description=Autocombo ender that causes a tech chase from a noticeable distance. | |||
}} | |||
}} | |||
==Special Moves== | ==Special Moves== | ||
'''Flashing Flight''' - | '''Flashing Flight''' - 214A | ||
{{MoveData|image=LB2_Kojiroh_qcb+a. | {{MoveData | ||
|image=LB2_Kojiroh_qcb+a.png | |||
|image2=LB2_Kojiroh_qcb+a2.png | |||
|caption=Text | |||
|name=214A | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=40,30/0+3 | |||
|startup=11 | |||
|active=3-(10)-2 | |||
|recovery=29 | |||
|state= Any | |||
|frame advantage=KD,-1/-21 | |||
|meter gain= | |||
|guard=L/M | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=29,23/0+2 | |||
|startup=11 | |||
|active=3-(10)-2 | |||
|recovery=29 | |||
|state= Any | |||
|frame advantage=KD,-1/-21 | |||
|meter gain= | |||
|guard=L/M | |||
|cancel= x/x | |||
|tech= | |||
|description=A sliding slash which covers a large amount of screen space. The first hit of the move will hit low and knockdown, while the latter will leave the opponent standing and can be blocked high. This move functions as Kojiroh's primary combo ender, as it does consistent damage while guaranteeing a knockdown that can even be converted into an OTG. In neutral this tool is significantly more situational, but notably if you catch the opponent jumping back with the late hit you will be left in a favorable position to attempt a tech chase. The initial (knockdown) hit cannot hit airborne opponents, and will not have any effect if used from more than a roughly a character length away. | |||
}} | |||
}} | |||
'''Black Hole Blade''' - | '''Black Hole Blade''' - 214B | ||
{{MoveData|image=LB2_Kojiroh_qcb+B. | {{MoveData | ||
|image=LB2_Kojiroh_qcb+B.png | |||
{{ | |image2=LB2_Kojiroh_qcb+B2.png | ||
|image3=LB2_Kojiroh_qcb+B3.png | |||
|caption=Text | |||
|name=214B | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=10+13+19/1+1+2 | |||
|startup=13 | |||
|active=2-(11)-2-(9)-2 | |||
|recovery=28 | |||
|state= | |||
|frame advantage=0/-20 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=9+11+13/1+1+1 | |||
|startup=13 | |||
|active=2-(11)-2-(9)-2 | |||
|recovery=28 | |||
|state= Any | |||
|frame advantage=0/-20 | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= | |||
|description=A disjointed, advancing multihit with fairly fast startup all things considered. Leaves you neutral on hit, so it can allow you to set up resets against characters with slow/poor jabs. More notably, this move is super cancel able in power/EX mode (on the first hit only), allowing for very consistent and damaging combo enders at surprisingly long ranges. | |||
}} | |||
}} | |||
'''Shujin''' - | '''Shujin''' - 214C | ||
{{MoveData|image=LB2_Kojiroh_qcb+C. | {{MoveData | ||
|image=LB2_Kojiroh_qcb+C.png | |||
|caption=Text | |||
|name=214C | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= N/A | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |||
|guard= N/A | |||
|cancel= o/o | |||
|tech= N/A | |||
|description=A command run that you can follow up with by either inputting a special or a unique command grab by tapping C again. This move will cancel itself automatically after a set amount of time, and can cross up the opponent even in the corner. Specials gain no unique properties when done off of this move (although kara canceling off 214C allows them to hit from much farther away). The command grab this move grants you has the same range as your normal throw, and has very similar properties with Kojiroh hurling the opponent a long distance opposite of the direction she's facing. The throw will reverse if you crossup the opponent to hit them, but be warned that this move is reactable at most ranges and the opponent becomes more likely to avoid the situation if you grab late. During during the run's recovery, you can still cancel into special or super. Recovery always faces towards the opponent so if you ran past them, you can input the cancel in their direction | |||
Overall this is a very strong tool to disorient your opponent and force a more advantageous position against rushdown characters. But be warned that it has no invincibility and will often get you punished if used recklessly. | Overall this is a very strong tool to disorient your opponent and force a more advantageous position against rushdown characters. But be warned that it has no invincibility and will often get you punished if used recklessly. | ||
Leads to OTG upon throwing the opponent into the corner.}}}} | Leads to OTG upon throwing the opponent into the corner. | ||
}} | |||
}} | |||
'''Empty Death''' - 623A/B | |||
{{MoveData | |||
|image=LB2_Kojiroh_dp+A.png | |||
|caption=Gee tommy, how come mom lets you have two active frames? | |||
|name=623A | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=31/3 | |||
|startup=10 | |||
|active=1 | |||
|recovery=36 | |||
|state= Any | |||
|frame advantage=-/-28 | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=20/2 | |||
|startup=10 | |||
|active=1 | |||
|recovery=36 | |||
|state= Any | |||
|frame advantage=-/-28 | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= | |||
|description=A somewhat commital DP that leads to very lackluster rewards. Combine that with this move only having a single active frame, and this move is primarily relegated to a combo ender off specific launchers. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Kojiroh_dp+B.png | |||
|caption=Finally, some actual anti-airs | |||
|name=623B | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=39/4 | |||
|startup=11 | |||
|active=4 | |||
|recovery=43 | |||
|state= Any | |||
|frame advantage=-/-38 | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=26/3 | |||
|startup=11 | |||
|active=4 | |||
|recovery=43 | |||
|state= Any | |||
|frame advantage=-/-38 | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= | |||
|description=A much higher priority yet more commital DP compared to 623A. However, this move has a fair number of active frames and as such can sparingly find use as an anti-air in power mode. Still considered an inferior anti-air to 6BC in speed mode both due to the long recovery and nonexistent reward. | |||
}} | |||
}} | |||
''' | '''Blast-of-Plague Demise''' - 236A/B | ||
{{MoveData|image= | {{MoveData | ||
{{ | |image=LB2_Kojiroh_qcf+A.png | ||
|caption=Text | |||
|name=236A | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= | |||
|description=A basic yet effective fireball. Has a very tall hitbox that can often catch hopping opponents, which is made even more likely due to the fireball stalling in front of you for a short time after the move becomes active. Unsafe at point blank, but becomes safe or even advantageous with very short travel distance. | |||
}} | |||
}} | |||
{{MoveData | |||
{{MoveData|image=LB2_Kojiroh_qcf+ | |image=LB2_Kojiroh_qcf+B.png | ||
{{ | |caption=Text | ||
Note that while the projectiles are separated, they can block a total of two fireballs, but when they combine they can be neutralized by a single projectile. This means that this move is very good at counteracting zoning measures, but requires good timing in order to do so.}}}} | |name=236B | ||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= | |||
|description=The move starts with Kojiroh effectively performing qcf+A but with longer startup. After that fireball is created, Kojiroh immediately throws a second, faster fireball that catches up with the first and merges to create a massive projectile that does very solid chip. Ironically less safe than qcf+A at closer ranges, but the extra chip can help close a round and the extra active frames make it more likely you will catch a jumping opponent. | |||
Note that while the projectiles are separated, they can block a total of two fireballs, but when they combine they can be neutralized by a single projectile. This means that this move is very good at counteracting zoning measures, but requires good timing in order to do so. | |||
}} | |||
}} | |||
==Desperation Moves== | ==Desperation Moves== | ||
'''Black Hole Blade - Eagle''' - | '''Black Hole Blade - Eagle''' - 2146AB | ||
{{MoveData|image=LB2_Kojiroh_qcb+db+f+A.png|caption= | {{MoveData | ||
|image=LB2_Kojiroh_qcb+db+f+A.png | |||
|caption=Knowledge check time | |||
|name=2146AB | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= | |||
|frame advantage= | |||
|meter gain= | |||
|guard= H | |||
|cancel= | |||
|tech= | |||
|description=Solid damage and solid chip damage on block (not safe however) resets position on hit. Easily used in chain combos, juggling into it makes it lose some damage compared to hitting it vs a grounded opponent, but it’s still a strong damage option in those situations | |||
}} | |||
}} | |||
==Super Desperation Moves== | ==Super Desperation Moves== | ||
'''Wolf Fang of Emptiness''' - | '''Wolf Fang of Emptiness''' - 2146B | ||
{{MoveData|image=LB2_Kojiroh_qcb+db+f+B.png|caption= | {{MoveData | ||
* Poses | |image=LB2_Kojiroh_qcb+db+f+B.png | ||
* | |caption=GATOTSU! | ||
* Unblockable | |name=2146B | ||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= | |||
|frame advantage= | |||
|meter gain= | |||
|guard= | |||
|cancel= | |||
|tech= | |||
|description=* Poses and dashes through opponent | |||
* Chargeable | |||
* Unblockable after charging for 99f, gets a damage boost after 96f | |||
* Only able to perform in Power or EX Mode | * Only able to perform in Power or EX Mode | ||
}} | |||
}} | |||
==Combos== | ==Combos== | ||
===Any Mode=== | ===Any Mode=== | ||
5c 236A | |||
Dash A/B | Dash A/B 214B | ||
Dash A/B | Dash A/B 623A | ||
214C>C, 5c (corner only) | |||
jB, 5B 214B | |||
jB, 5B 214A | |||
jB, 5B 2146AB | |||
===Power Mode | ===Power Mode=== | ||
jB 6C 236A | |||
jB 6C 214C 623B omit 214C near a corner | |||
jB 6C 214C 2146AB omit 214C near a corner | |||
2C 4A 214B 2146AB | |||
4Ax2/3 214B 2146AB | |||
5A 4A 214A/214B(2146AB) | |||
===EX Mode Only=== | ===EX Mode Only=== | ||
Dash A/B | Dash A/B >B 214B 21416AB (214B>2146AB must be canceled off the first hit) | ||
jB, 4A, 5A, 4A, 5A, 5A, 2B 214B 2146AB | |||
===Power and EX Mode=== | ===Power and EX Mode=== | ||
Dash A/B, | Dash A/B 214B 2146AB | ||
jB, 5B 214B 2146AB | |||
2C, 4A 214B 2146AB | |||
4Ax3 214B 2146AB | |||
5A 214B 2146AB. Far reaching dm confirm in power | |||
===Speed and EX Mode=== | ===Speed and EX Mode=== | ||
4A>A>2A>2B 214C, 214A (Kara cancel off 214C in order to get knockdown, bnb) | |||
5A 5A 2B 21416AB | |||
4A 5A, 4A 5A 2A 2B 214C 214A. Alternate to the above combo 5A 4A link works from a little farther out. 2A>2B must be chained together very quickly or the combo may drop. | |||
2C, 4A combo of choice. | |||
jB, 5A>A>A>B 236A | |||
6BC, 21416AB | |||
6BC (hit anti-air), 22A/B > A + B + C + A + B + C + A + B + 236C | |||
6BC (hit anti-air), 22A/B > A + B + C + 2C + A + 2C + 6BC, 6BC, 21416AB (requires critical life and super) | |||
22A/B 5A 5B 5C 2C 2A 2C 6BC 214C (crossunder) 2146AB, dash jump in j.B, combo of choice. The dm hitting from behind glitches and causes the opponent to go into a stagger that can’t be mashed out of before you can hit them provided you don’t delay a follow up. Requires desperation and full meter, does not work in a corner. | |||
5A 2A 5B 22A/B. This is a setup. If done at point blank and 5B is canceled as soon as possible, (on hit) the fandango is a true 50/50. The opponent can’t deflect here and is forced to choose high or low blocking. | |||
===Super Speed Combos=== | ===Super Speed Combos=== | ||
A + B + C + A + B + C + A + B + | A + B + C + A + B + C + A + B + 236C | ||
A + B + C + A + B + C + C + B + A + | A + B + C + A + B + C + C + B + A + 236C | ||
A + B + C + | A + B + C + 2C + A + 2C + 6BC | ||
A + B + C + | A + B + C + 2C + A + 6BC + A + B + 236B | ||
{{Navbox LB2}} | {{Navbox LB2}} | ||
[[Category:The Last Blade 2]] | [[Category:The Last Blade 2]] | ||
[[Category:Kojiroh Sanada]] |
Latest revision as of 19:58, 16 October 2023
Overview
Placeholder
Style | Strengths | Weaknesses |
---|---|---|
Power |
|
|
Speed |
|
|
EX |
|
|
Normals
Standing
5A |
---|
4A |
---|
5B |
---|
6B |
---|
5C |
---|
6C |
---|
BC(Power) |
---|
BC(Speed/EX) |
---|
6BC(Speed/EX) |
---|
3B |
---|
Crouching
2A |
---|
2B |
---|
2C |
---|
3C |
---|
Air
J.A |
---|
J.B |
---|
J.C |
---|
Dashing
Dashing high |
---|
Dashing low |
---|
Speed chain
5A>A |
---|
5A>2A |
---|
C of A>B>C |
---|
Special Moves
Flashing Flight - 214A
214A |
---|
Black Hole Blade - 214B
214B |
---|
Shujin - 214C
214C |
---|
Empty Death - 623A/B
623A |
---|
623B |
---|
Blast-of-Plague Demise - 236A/B
236A |
---|
236B |
---|
Desperation Moves
Black Hole Blade - Eagle - 2146AB
2146AB |
---|
Super Desperation Moves
Wolf Fang of Emptiness - 2146B
2146B |
---|
Combos
Any Mode
5c 236A Dash A/B 214B Dash A/B 623A 214C>C, 5c (corner only) jB, 5B 214B jB, 5B 214A jB, 5B 2146AB
Power Mode
jB 6C 236A jB 6C 214C 623B omit 214C near a corner jB 6C 214C 2146AB omit 214C near a corner 2C 4A 214B 2146AB 4Ax2/3 214B 2146AB 5A 4A 214A/214B(2146AB)
EX Mode Only
Dash A/B >B 214B 21416AB (214B>2146AB must be canceled off the first hit) jB, 4A, 5A, 4A, 5A, 5A, 2B 214B 2146AB
Power and EX Mode
Dash A/B 214B 2146AB jB, 5B 214B 2146AB 2C, 4A 214B 2146AB 4Ax3 214B 2146AB 5A 214B 2146AB. Far reaching dm confirm in power
Speed and EX Mode
4A>A>2A>2B 214C, 214A (Kara cancel off 214C in order to get knockdown, bnb) 5A 5A 2B 21416AB 4A 5A, 4A 5A 2A 2B 214C 214A. Alternate to the above combo 5A 4A link works from a little farther out. 2A>2B must be chained together very quickly or the combo may drop. 2C, 4A combo of choice. jB, 5A>A>A>B 236A 6BC, 21416AB 6BC (hit anti-air), 22A/B > A + B + C + A + B + C + A + B + 236C 6BC (hit anti-air), 22A/B > A + B + C + 2C + A + 2C + 6BC, 6BC, 21416AB (requires critical life and super) 22A/B 5A 5B 5C 2C 2A 2C 6BC 214C (crossunder) 2146AB, dash jump in j.B, combo of choice. The dm hitting from behind glitches and causes the opponent to go into a stagger that can’t be mashed out of before you can hit them provided you don’t delay a follow up. Requires desperation and full meter, does not work in a corner. 5A 2A 5B 22A/B. This is a setup. If done at point blank and 5B is canceled as soon as possible, (on hit) the fandango is a true 50/50. The opponent can’t deflect here and is forced to choose high or low blocking.
Super Speed Combos
A + B + C + A + B + C + A + B + 236C A + B + C + A + B + C + C + B + A + 236C A + B + C + 2C + A + 2C + 6BC A + B + C + 2C + A + 6BC + A + B + 236B