-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The Last Blade 2/Shinnosuke Kagami: Difference between revisions
Felsen 2020 (talk | contribs) |
|||
(36 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
[[File:kagamia.gif|right|frame]] | [[File:kagamia.gif|right|frame]] | ||
==Overview== | |||
Originally the boss character of the first Last Blade, Kagami has been heavily redesigned for his proper playable debut. Kagami is a character who is most notable for his incredible mobility and potent high/low mixup options while sporting a number of solid pokes and one of the best normals in the game in his 2C. Unfortunately, making the most of his kit comes at a heavy price, that being a consistent reliance on 1f links no matter which mode is used for him. In the meta Kagami occupies a weird place being under high tiers like Lee and Amano but above upper mid tier contenders like Akari and Washizuka, most lists generally rank him as the sixth strongest character. Because of the constant challenge of his execution Kagami doesn't quite see the level of play or success the five characters above him do, despite this though he's a strong character and a great challenge as one of Last Blade 2's most technical characters. | |||
<br> | |||
<div class="movelist-toggles"> | |||
<div id="movelist-toggle-1" class="movelist-toggle-button"> [[File:Power_Icon.png|50px|link=]]</div> | |||
<div id="movelist-toggle-2" class="movelist-toggle-button"> [[File:Speed_Icon.png|50px|link=]]</div> | |||
<div id="movelist-toggle-3" class="movelist-toggle-button"> [[File:EX_Icon.png|50px|link=]]</div> | |||
</div> | |||
<div id="movelist-1" class="movelist"><!-- Power --> | |||
{{ProConTable | |||
|pros= | |||
* Excellent meter build, allows him to often have a super or guard cancel on hand when necessary | |||
* Most stable and straightforward of all three modes, emphasizing his super confirm for huge damage | |||
|cons= | |||
* Limited combo game, often has to choose between low damage or the risk of missing the 1f link | |||
* Dependent on super confirms, which can be prone to drops or awkward juggles that severely lower the damage | |||
}}</div> | |||
<div id="movelist-2" class="movelist"><!-- Speed--> | |||
{{ProConTable | |||
|pros= | |||
* Much stronger combo game thanks to chains, doesn't need to rely on 1f links for basic combos | |||
* Makes good use of fandango, having confirms outside of parries and corner juggle extensions off of it | |||
|cons= | |||
* Loses his super confirm off of 623B, limiting his threat factor | |||
* Even more reliant on 1f links in order to do loops and make the most of his combo game | |||
}}</div> | |||
<div id="movelist-3" class="movelist"><!-- EX --> | |||
{{ProConTable | |||
|pros= | |||
* Allows him to keep his speed chains and super confirm, which he can even chain into | |||
* Some of the biggest damage potential in the game when able to access to meter and desperation | |||
* 2C 623B 41236AB as a dm confirm is a huge threat to opponents from an amazing normal | |||
|cons= | |||
* Takes 1.3x damage, making missed 1f links even more punishing then they usually are | |||
* EX takes a penalty to meter build as blocked normals give no meter, severely limiting his use of his super confirm and guard cancels that Power allows}} | |||
</div> | |||
==Normals== | ==Normals== | ||
Line 11: | Line 49: | ||
|version=Power | |version=Power | ||
|damage=13/1 | |damage=13/1 | ||
|startup= | |startup=9 | ||
|active=2 | |active=2 | ||
|recovery=16 | |recovery=16 | ||
Line 25: | Line 63: | ||
|version=Speed | |version=Speed | ||
|damage=8/0 | |damage=8/0 | ||
|startup= | |startup=9 | ||
|active=2 | |active=2 | ||
|recovery=16 | |recovery=16 | ||
Line 34: | Line 72: | ||
|cancel=○/○ | |cancel=○/○ | ||
|tech=Air | |tech=Air | ||
|description= | |description=No real use outside of chain combo filler. | ||
}} | }} | ||
}} | }} | ||
Line 69: | Line 107: | ||
|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 | |description=While not useful in neutral or pressure this is one of Kagami's most important normals in all modes. When input as 4AC/7A/7AC it can link from 2C as a 1f link. In Power you will use this to cancel into 623B which is super cancelable, while in Speed this normal is integral for his loops. | ||
*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) | *Due to a bug pressing 4A by itself at the proper timing for linking from 2C will result in 2A. Using 4AC/7A/7AC bypasses a frame of standing animation making the link work (this isn’t limited to Kagami but it’s required for him) | ||
}} | }} | ||
}} | }} | ||
Line 82: | Line 120: | ||
|version=Power | |version=Power | ||
|damage=30/3 | |damage=30/3 | ||
|startup= | |startup=17 | ||
|active=3 | |active=3 | ||
|recovery=17 | |recovery=17 | ||
Line 96: | Line 134: | ||
|version=Speed | |version=Speed | ||
|damage=16/0 | |damage=16/0 | ||
|startup= | |startup=17 | ||
|active=3 | |active=3 | ||
|recovery=17 | |recovery=17 | ||
Line 105: | Line 143: | ||
|cancel=○/○ | |cancel=○/○ | ||
|tech=Air | |tech=Air | ||
|description=Generally | |description=Generally goes unused, though in Power it's a decent option into a super confirm when punishing highly unsafe moves. | ||
}} | }} | ||
}} | }} | ||
Line 117: | Line 155: | ||
|version=Power | |version=Power | ||
|damage=50/6 | |damage=50/6 | ||
|startup= | |startup=21 | ||
|active=2 | |active=2 | ||
|recovery=23 | |recovery=23 | ||
Line 131: | Line 169: | ||
|version=Speed | |version=Speed | ||
|damage=23/0 | |damage=23/0 | ||
|startup= | |startup=17 | ||
|active=2 | |active=2 | ||
|recovery=23 | |recovery=23 | ||
Line 140: | Line 178: | ||
|cancel= x/x | |cancel= x/x | ||
|tech=Air | |tech=Air | ||
|description=Massive | |description=Massive button that is highly punishable on block or whiff, despite the animation it is only a mid. In Power this will generally only serve as a poke when nothing else may reach. In Speed this button becomes much more important as he can chain into it allowing for a true infinite. | ||
}} | }} | ||
}} | }} | ||
Line 152: | Line 190: | ||
|version=Power | |version=Power | ||
|damage=13/1 | |damage=13/1 | ||
|startup= | |startup=9 | ||
|active=2 | |active=2 | ||
|recovery=19 | |recovery=19 | ||
Line 166: | Line 204: | ||
|version=Speed | |version=Speed | ||
|damage=11/0 | |damage=11/0 | ||
|startup= | |startup=9 | ||
|active=2 | |active=2 | ||
|recovery=19 | |recovery=19 | ||
Line 175: | Line 213: | ||
|cancel=○/○ | |cancel=○/○ | ||
|tech=Air | |tech=Air | ||
|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. | |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. On oki you can do 5C into empty command grab to build some meter. | ||
}} | }} | ||
}} | }} | ||
Line 187: | Line 225: | ||
|version=Power | |version=Power | ||
|damage=19/2 | |damage=19/2 | ||
|startup= | |startup=24 | ||
|active=2 | |active=2 | ||
|recovery=32 | |recovery=32 | ||
Line 201: | Line 239: | ||
|version=Speed | |version=Speed | ||
|damage=16/- | |damage=16/- | ||
|startup= | |startup=24 | ||
|active=2 | |active=2 | ||
|recovery=32 | |recovery=32 | ||
Line 210: | Line 248: | ||
|cancel=x/x | |cancel=x/x | ||
|tech=Air | |tech=Air | ||
|description= | |description=Other then its long range there is nothing notable about this normal, sees no use in any mode. | ||
}} | }} | ||
}} | }} | ||
Line 222: | Line 260: | ||
|version=Power | |version=Power | ||
|damage=21/- | |damage=21/- | ||
|startup= | |startup=11 | ||
|active=2 | |active=2 | ||
|recovery=13 | |recovery=13 | ||
Line 236: | Line 274: | ||
|version=Speed | |version=Speed | ||
|damage=21/- | |damage=21/- | ||
|startup= | |startup=11 | ||
|active=2 | |active=2 | ||
|recovery=13 | |recovery=13 | ||
Line 258: | Line 296: | ||
|version=Power | |version=Power | ||
|damage=26/3 | |damage=26/3 | ||
|startup= | |startup=11 | ||
|active=2 | |active=2 | ||
|recovery=29 | |recovery=29 | ||
Line 272: | Line 310: | ||
|version=Speed | |version=Speed | ||
|damage=19/0 | |damage=19/0 | ||
|startup= | |startup=11 | ||
|active=2 | |active=2 | ||
|recovery=29 | |recovery=29 | ||
Line 281: | Line 319: | ||
|cancel=○/○ | |cancel=○/○ | ||
|tech=Air | |tech=Air | ||
|description= | |description=More or less useless, avoid. | ||
}} | }} | ||
}} | }} | ||
Line 293: | Line 331: | ||
|version=Power | |version=Power | ||
|damage=26/3 | |damage=26/3 | ||
|startup= | |startup=11 | ||
|active=2 | |active=2 | ||
|recovery=29 | |recovery=29 | ||
Line 307: | Line 345: | ||
|version=Speed | |version=Speed | ||
|damage=26/3 | |damage=26/3 | ||
|startup= | |startup=11 | ||
|active=2 | |active=2 | ||
|recovery=29 | |recovery=29 | ||
Line 329: | Line 367: | ||
|version=Power | |version=Power | ||
|damage=13/1 | |damage=13/1 | ||
|startup= | |startup=9 | ||
|active=2 | |active=2 | ||
|recovery=18 | |recovery=18 | ||
Line 343: | Line 381: | ||
|version=Speed | |version=Speed | ||
|damage=11/0 | |damage=11/0 | ||
|startup= | |startup=9 | ||
|active=2 | |active=2 | ||
|recovery=18 | |recovery=18 | ||
Line 352: | Line 390: | ||
|cancel=○/○ | |cancel=○/○ | ||
|tech=Air | |tech=Air | ||
|description= | |description=Generally undermined as a poke due to the existence of 2C, but it sees use for frame trapping and speed chain filler. Using 2A in speed chains (I.e 4A 5A 2A) is optimal for damage compared to 4A 5A 5A. | ||
}} | }} | ||
}} | }} | ||
Line 364: | Line 402: | ||
|version=Power | |version=Power | ||
|damage=28/3 | |damage=28/3 | ||
|startup= | |startup=19 | ||
|active=4 | |active=4 | ||
|recovery=24 | |recovery=24 | ||
Line 378: | Line 416: | ||
|version=Speed | |version=Speed | ||
|damage=23/0 | |damage=23/0 | ||
|startup= | |startup=19 | ||
|active=4 | |active=4 | ||
|recovery=24 | |recovery=24 | ||
Line 399: | Line 437: | ||
|version=Power | |version=Power | ||
|damage=13/1 | |damage=13/1 | ||
|startup= | |startup=3 | ||
|active=2 | |active=2 | ||
|recovery=15 | |recovery=15 | ||
Line 413: | Line 451: | ||
|version=Speed | |version=Speed | ||
|damage=11/0 | |damage=11/0 | ||
|startup= | |startup=3 | ||
|active=2 | |active=2 | ||
|recovery=15 | |recovery=15 | ||
Line 422: | Line 460: | ||
|cancel=○/○ | |cancel=○/○ | ||
|tech=Air | |tech=Air | ||
|description=Kagami's single best normal. | |description=Kagami's single best normal and the fastest 2C in the game. In Power Kagami is able to link into 4AC/7A/7AC allowing his 623B > 41236AB super confirm. In Speed he loses the super confirm but now gains an infinite thanks to the link into 4AC/7A/7AC, though this infinite is usually is banned in tournaments. Incredible for neutral, pressure, and punishes, all around phenomenal normal. Due to its speed it can be your go to normal for a quick punish. | ||
}} | }} | ||
}} | }} | ||
Line 434: | Line 472: | ||
|version=Power | |version=Power | ||
|damage=24/3 | |damage=24/3 | ||
|startup= | |startup=12 | ||
|active=2 | |active=2 | ||
|recovery=27 | |recovery=27 | ||
Line 448: | Line 486: | ||
|version=Speed | |version=Speed | ||
|damage=19/0 | |damage=19/0 | ||
|startup= | |startup=12 | ||
|active=2 | |active=2 | ||
|recovery=27 | |recovery=27 | ||
Line 472: | Line 510: | ||
|version=Power | |version=Power | ||
|damage=13/1 | |damage=13/1 | ||
|startup= | |startup=9 | ||
|active=2 | |active=2 | ||
|recovery=- | |recovery=- | ||
Line 486: | Line 524: | ||
|version=Speed | |version=Speed | ||
|damage=11/0 | |damage=11/0 | ||
|startup= | |startup=9 | ||
|active=2 | |active=2 | ||
|recovery=- | |recovery=- | ||
Line 507: | Line 545: | ||
|version=Power | |version=Power | ||
|damage=24/3 | |damage=24/3 | ||
|startup= | |startup=13 | ||
|active=2 | |active=2 | ||
|recovery= | |recovery= | ||
Line 521: | Line 559: | ||
|version=Speed | |version=Speed | ||
|damage=13/0 | |damage=13/0 | ||
|startup= | |startup=13 | ||
|active=2 | |active=2 | ||
|recovery=- | |recovery=- | ||
Line 530: | Line 568: | ||
|cancel=△/△ | |cancel=△/△ | ||
|tech=Air | |tech=Air | ||
|description= | |description=Massive air normal. This is a pretty strong jump in normal that's easy to convert off. As a poke it’s most effective spot is at the tip of the sword, it’s impossible to convert to a combo when used like this as most likely you’d be using it on the way up. A character defining normal. It can cross up but it’s unreliable. | ||
}} | }} | ||
}} | }} | ||
Line 542: | Line 580: | ||
|version=Power | |version=Power | ||
|damage=13/1 | |damage=13/1 | ||
|startup= | |startup=9 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery= | ||
Line 556: | Line 594: | ||
|version=Speed | |version=Speed | ||
|damage=11/0 | |damage=11/0 | ||
|startup= | |startup=9 | ||
|active=3 | |active=3 | ||
|recovery=- | |recovery=- | ||
Line 565: | Line 603: | ||
|cancel=x/x | |cancel=x/x | ||
|tech=Air | |tech=Air | ||
|description=A fairly reliable crossup. | |description=A fairly reliable crossup. It's range can be a bit frustrating to work with but it's far more reliable as option compared to j.B. It doesn’t see much use due to j.A and j.B being over all better buttons | ||
}} | }} | ||
}} | }} | ||
Line 576: | Line 614: | ||
|version=Power | |version=Power | ||
|damage=26/3 | |damage=26/3 | ||
|startup= | |startup=14 | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
Line 590: | Line 628: | ||
|version=Speed | |version=Speed | ||
|damage=23 | |damage=23 | ||
|startup= | |startup=14 | ||
|active=- | |active=- | ||
|recovery=- | |recovery=- | ||
Line 599: | Line 637: | ||
|cancel=○/○ | |cancel=○/○ | ||
|tech=Ground | |tech=Ground | ||
|description=Kagami's divekick. | |description=Kagami's divekick. Because of how massively unsafe this is on block Kagami can not abuse it to win neutral and instead must stick to using it in his high/low mix. That said, it's an incredible high that he is able to use extremely low to the ground, which when combined with 2C gives him a very threatening high/low game. Practicing getting as low of a height as possible when inputting this is important. It does have a minimum height requirement, but it’s not very far into a jump. | ||
}} | }} | ||
}} | }} | ||
Line 653: | Line 691: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=28 | |damage=28 | ||
|startup= | |startup=1 | ||
|active= | |active=1 | ||
|recovery= | |recovery=3 | ||
|state=Any | |state=Any | ||
|frame advantage= | |frame advantage= | ||
Line 675: | Line 713: | ||
|version=Power | |version=Power | ||
|damage=61 | |damage=61 | ||
|startup= | |startup=49~69 | ||
|active=2 | |active=2 | ||
|recovery=34 | |recovery=34 | ||
Line 690: | Line 728: | ||
|version=Speed/EX | |version=Speed/EX | ||
|damage=19 | |damage=19 | ||
|startup= | |startup=24 | ||
|active=3 | |active=3 | ||
|recovery=22 | |recovery=22 | ||
Line 739: | Line 777: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=Basic fireball, it's startup and having only one speed limits its use in zoning but it can be useful for covering their wakeup from a distance. | ||
}} | }} | ||
}} | }} | ||
Line 751: | Line 789: | ||
|version=Power | |version=Power | ||
|damage=50(24)/6(3) | |damage=50(24)/6(3) | ||
|startup= | |startup= 24 | ||
|active= 4 | |active= 4 | ||
|recovery= 28 | |recovery= 28 | ||
Line 765: | Line 803: | ||
|version=Speed | |version=Speed | ||
|damage=40(20)/4(2) | |damage=40(20)/4(2) | ||
|startup= | |startup= 24 | ||
|active= 4 | |active= 4 | ||
|recovery= 28 | |recovery= 28 | ||
Line 774: | Line 812: | ||
|cancel= | |cancel= | ||
|tech=Ground(1st hit) | |tech=Ground(1st hit) | ||
|description= | |description=A rekka of sorts, it has only one followup in 236B In Power the only real practical usage for this special is off an air parry or guard cancel follow up, being a great option for both damage and meter build. In Speed this is used as a chain ender occasionally, generally it will be reserved for corner juggles and guard cancels after j2C. Air unblockable. | ||
* 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. | ||
* Do not use this in a ground combo if you have them cornered. The opponent can air tech and will get a free combo on you if they know about 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"> | ||
LB2_Kagami_qcf+B2.png|Follow-up | LB2_Kagami_qcf+B2.png|Follow-up | ||
Line 794: | Line 834: | ||
|version=Power | |version=Power | ||
|damage=32(24)(10)/7(3)(4) | |damage=32(24)(10)/7(3)(4) | ||
|startup= | |startup= 6 | ||
|active= 2,(4),4 | |active= 2,(4),4 | ||
|recovery= 42 | |recovery= 42 | ||
Line 808: | Line 848: | ||
|version=Speed | |version=Speed | ||
|damage=27(19)(9)/5(1) | |damage=27(19)(9)/5(1) | ||
|startup= | |startup= 6 | ||
|active= 2,(4) 4 | |active= 2,(4) 4 | ||
|recovery= 42 | |recovery= 42 | ||
Line 817: | Line 857: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=Light DP, outclassed by the heavy version in both modes giving it no real use outside of juggles where 623B will not connect. | ||
<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 | ||
Line 824: | Line 864: | ||
|version=Power | |version=Power | ||
|damage=39(28)(13)/7(3)(4) | |damage=39(28)(13)/7(3)(4) | ||
|startup= | |startup= 16 | ||
|active= 2,(4),4 | |active= 2,(4),4 | ||
|recovery= 58 | |recovery= 58 | ||
Line 838: | Line 878: | ||
|version=Speed | |version=Speed | ||
|damage=32(11)/5(1) | |damage=32(11)/5(1) | ||
|startup= | |startup= 16 | ||
|active= 2,(4),4 | |active= 2,(4),4 | ||
|recovery= 58 | |recovery= 58 | ||
Line 847: | Line 887: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=Heavy DP reserved for use in combos, do not try using this as a reversal. In Power 623B is an especially important special as Kagami can cancel into his super off of it for huge damage. In Speed it loses its super cancel limiting its use but it will still be used in corner juggle extensions. | ||
<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+B2.png|2nd hit | LB2_Kagami_dp+B2.png|2nd hit | ||
Line 853: | Line 893: | ||
}} | }} | ||
}} | }} | ||
*Both versions are Super | *Both versions are Super Cancelable. First hitbox of 623B is air unblockable | ||
{{MoveData | {{MoveData | ||
Line 864: | Line 904: | ||
|version=A | |version=A | ||
|damage= | |damage= | ||
|startup= | |startup= 1 | ||
|active= | |active= | ||
|recovery= 37 | |recovery= 37 | ||
Line 873: | Line 913: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=Instant command grab, pretty good thanks to his amazing run speed. After an j.2C it's possible to confirm into 63214A, even if it crosses up the opponent. Recovery listed is when the move misses | |description=Instant command grab, pretty good thanks to his amazing run speed. After an j.2C it's possible to confirm into 63214A, even if it crosses up the opponent. The A version can be used in combos, B version cannot. In Speed you may see it canceled into from 5C otg for the meter build. Recovery listed is when the move misses. | ||
<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_hcb+A2.png|2nd part | LB2_Kagami_hcb+A2.png|2nd part | ||
Line 891: | Line 931: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=More damage than the A version, cannot be | |description=More damage than the A version, but cannot be comboed into. Good for tick throw setups as damage is higher than his standard throw, can be used to punish some otherwise safe things if your opponent is to close. Recover listed is when the move misses | ||
}} | }} | ||
}} | }} | ||
Line 914: | Line 954: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=A rather strange special, while active Kagami will slowly gain meter. Can be held for a pretty long time, builds about 3/4ths of a bar at maximum. Normally this special is avoided as there will almost never be any time Kagami can safely apply it. However if you finish a round with a special cancelable normal you can cancel into it and hold it for its maximum length before the round transitions allowing for nearly a full bar going into the next round. Also an option to use after the launching fandango route in speed/ex if it kills for meter gain. If for some reason you use 6C in power mode you can cancel into this for a second for meter if 6C hits and you are nowhere near a corner, and your opponent is not using Moriya. | ||
}} | }} | ||
}} | }} | ||
Line 928: | Line 968: | ||
|version=Power | |version=Power | ||
|damage=80/2 | |damage=80/2 | ||
|startup= | |startup= 19 | ||
|active= | |active= until landing | ||
|recovery= | |recovery= 23 | ||
|state=Any | |state=Any | ||
|frame advantage= | |frame advantage= -9 to -19 | ||
|meter gain= | |meter gain= | ||
|guard=H | |guard=H | ||
Line 952: | Line 992: | ||
|tech=None | |tech=None | ||
|description=Kagami's main super. Thanks to 4AC being special cancelable and 623B being super cancelable in power/ex he is able to shave off entire health bars with confirms into this. Simply having the threat of this super active is a major aspect of his gameplay. Has a minimum height requirement. | |description=Kagami's main super. Thanks to 4AC being special cancelable and 623B being super cancelable in power/ex he is able to shave off entire health bars with confirms into this. Simply having the threat of this super active is a major aspect of his gameplay. Has a minimum height requirement. | ||
You’ll need to lab this a bit, it can miss in combos if you don’t cancel a 623 at the right time or the opponent gets pushed to far from the 623. Generally cancelling right after the 2nd hit of either 623 works, a bit later is needed for some situations. Overhead, very unsafe on block | You’ll need to lab this a bit, it can miss in combos if you don’t cancel a 623 at the right time or the opponent gets pushed to far from the 623. Generally cancelling right after the 2nd hit of either 623 works, a bit later is needed for some situations. Overhead, very unsafe on block. | ||
*negative frame data assumes the opponent switch guards this. He’s safer if the move is blocked as late as possible, but any charater can punish it with a jab. If kagami passes through the opponent he’s punishable by any characters 5B (minus amano). | |||
<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_jhcf+AB2.png|2nd part | LB2_Kagami_jhcf+AB2.png|2nd part | ||
Line 1,006: | Line 1,048: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=108/2 | |damage=108/2 | ||
|startup= | |startup= 15 | ||
|active= | |active= until landing | ||
|recovery= | |recovery= | ||
|state=Any | |state=Any | ||
|frame advantage= | |frame advantage= Kd/-25 | ||
|meter gain= | |meter gain= | ||
|guard=H | |guard=H | ||
Line 1,027: | Line 1,069: | ||
===Any Mode=== | ===Any Mode=== | ||
*J.2C 63214A | *J.2C 63214A | ||
*J.2C | *J.2C j41236AB 3B | ||
*2Cx3/4 | *2Cx3/4 | ||
*J.2C 236Bx2 (vs airborne) | *J.2C 236Bx2 (vs airborne) | ||
Line 1,047: | Line 1,089: | ||
*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 without breaking any rules) | *2Cx3, 4AC, 5A, 2A, 2B, 6B, 2C 623B (difficult, optimal for damage without breaking any rules) | ||
*2Cx1-4, 623B | *2Cx1-4, 623B | ||
*[2C | *[2C 4AC 6B]xN infinite. Very difficult to do consistently, 2 1F links in a row. May be limited in some rulesets. Usually one 6B, 2C link is allowed. | ||
*J.B, 4A, 5A, 5A, 2B, 236B (x2), dash 3B | *J.B, 4A, 5A, 5A, 2B, 236B (x2), dash 3B. Do not use on a cornered opponent, they can air tech and get a free combo on you. | ||
*j2C, 22A/B. Combo into fandango. If j2C hits vs an airborne opponent high enough this can work anywhere on screen | *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 | ||
Line 1,070: | Line 1,112: | ||
*412D j.2C 236Bx2 3B. Best for damage outside of desperation. Delay the 2nd 236B slightly | *412D j.2C 236Bx2 3B. Best for damage outside of desperation. Delay the 2nd 236B slightly | ||
*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 for power/ex) 3B. Corner | ||
*412D D 214C (hold) Use when you know it will kill to end a round and get meter back | *412D D 214C (hold) Use when you know it will kill to end a round and get meter back | ||
{{Navbox LB2}} | {{Navbox LB2}} |
Latest revision as of 04:41, 17 April 2024
Overview
Originally the boss character of the first Last Blade, Kagami has been heavily redesigned for his proper playable debut. Kagami is a character who is most notable for his incredible mobility and potent high/low mixup options while sporting a number of solid pokes and one of the best normals in the game in his 2C. Unfortunately, making the most of his kit comes at a heavy price, that being a consistent reliance on 1f links no matter which mode is used for him. In the meta Kagami occupies a weird place being under high tiers like Lee and Amano but above upper mid tier contenders like Akari and Washizuka, most lists generally rank him as the sixth strongest character. Because of the constant challenge of his execution Kagami doesn't quite see the level of play or success the five characters above him do, despite this though he's a strong character and a great challenge as one of Last Blade 2's most technical characters.
Strengths | Weaknesses |
---|---|
|
|
Strengths | Weaknesses |
---|---|
|
|
Strengths | Weaknesses |
---|---|
|
|
Normals
Standing
5A |
---|
4A |
---|
5B |
---|
6B |
---|
5C |
---|
6C |
---|
3B |
---|
Dashing normals
Dashing High |
---|
Dashing Low |
---|
Crouching
2A |
---|
2B |
---|
2C |
---|
3C |
---|
- All buttons are cancellable in Speed Mode minus 6B and 6C
Air
j.A |
---|
j.B |
---|
j.C |
---|
j.2C |
---|
Speed chain
5A>A |
---|
5A>B>C |
---|
- All moves in this section are exclusive to speed/EX mode
Universal Mechanics
Throw C+D |
---|
5B+C |
---|
- 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 |
---|
Gouensou 236B |
---|
Syouhoukou 623A/B |
---|
- Both versions are Super Cancelable. First hitbox of 623B is air unblockable
Enhoukou 63214A/B(close) |
---|
- Kagami grabs opponent, lifts them into the air, stabs them with his sword and explodes the opponent with fire
Shizukanarukodou 214C |
---|
Desperation Moves
Gurensuzaku 41236AB(in-air) |
---|
- 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 |
---|
Super Desperation Moves
Hououtensyou 41236B (in-air) |
---|
- 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 j41236AB 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. Usually one 6B, 2C link is allowed.
- J.B, 4A, 5A, 5A, 2B, 236B (x2), dash 3B. Do not use on a cornered opponent, they can air tech and get a free combo on you.
- 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 for power/ex) 3B. Corner
- 412D D 214C (hold) Use when you know it will kill to end a round and get meter back