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The Last Blade 2/Shinnosuke Kagami: Difference between revisions

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[[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==
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  |version=Power
  |version=Power
  |damage=13/1
  |damage=13/1
  |startup=8
  |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=8
  |startup=9
  |active=2
  |active=2
  |recovery=16  
  |recovery=16  
Line 34: Line 72:
  |cancel=○/○
  |cancel=○/○
  |tech=Air
  |tech=Air
  |description=An okay poke but Kagami has much better buttons to use for neutral, sees little use outside of chain combo fodder.
  |description=No real use outside of chain combo filler.
  }}
  }}
}}
}}
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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 or 7A 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 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)
  }}
  }}
}}
}}
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  |version=Power
  |version=Power
  |damage=30/3
  |damage=30/3
  |startup=16
  |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=16
  |startup=17
  |active=3
  |active=3
  |recovery=17  
  |recovery=17  
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  |cancel=○/○  
  |cancel=○/○  
  |tech=Air
  |tech=Air
  |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.
  |description=Generally goes unused, though in Power it's a decent option into a super confirm when punishing highly unsafe moves.
  }}
  }}
}}
}}
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  |version=Power  
  |version=Power  
  |damage=50/6  
  |damage=50/6  
  |startup=20
  |startup=21
  |active=2
  |active=2
  |recovery=23  
  |recovery=23  
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  |version=Speed  
  |version=Speed  
  |damage=23/0  
  |damage=23/0  
  |startup=16
  |startup=17
  |active=2
  |active=2
  |recovery=23  
  |recovery=23  
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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 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
  |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.
  }}
  }}
}}
}}
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  |version=Power
  |version=Power
  |damage=13/1
  |damage=13/1
  |startup=8
  |startup=9
  |active=2
  |active=2
  |recovery=19  
  |recovery=19  
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  |version=Speed
  |version=Speed
  |damage=11/0
  |damage=11/0
  |startup=8
  |startup=9
  |active=2
  |active=2
  |recovery=19  
  |recovery=19  
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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 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.  
  }}
  }}
}}
}}
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  |version=Power
  |version=Power
  |damage=19/2
  |damage=19/2
  |startup=23
  |startup=24
  |active=2
  |active=2
  |recovery=32  
  |recovery=32  
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  |version=Speed
  |version=Speed
  |damage=16/-
  |damage=16/-
  |startup=23
  |startup=24
  |active=2
  |active=2
  |recovery=32  
  |recovery=32  
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  |cancel=x/x
  |cancel=x/x
  |tech=Air
  |tech=Air
  |description=Beside looking cool this normal is useless, avoid using it.
  |description=Other then its long range there is nothing notable about this normal, sees no use in any mode.
  }}
  }}
}}
}}
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  |version=Power
  |version=Power
  |damage=21/-
  |damage=21/-
  |startup=10
  |startup=11
  |active=2
  |active=2
  |recovery=13  
  |recovery=13  
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  |version=Speed
  |version=Speed
  |damage=21/-
  |damage=21/-
  |startup=10
  |startup=11
  |active=2
  |active=2
  |recovery=13
  |recovery=13
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  |version=Power
  |version=Power
  |damage=26/3
  |damage=26/3
  |startup=10
  |startup=11
  |active=2
  |active=2
  |recovery=29  
  |recovery=29  
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  |version=Speed
  |version=Speed
  |damage=19/0
  |damage=19/0
  |startup=10
  |startup=11
  |active=2
  |active=2
  |recovery=29  
  |recovery=29  
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  |cancel=○/○
  |cancel=○/○
  |tech=Air
  |tech=Air
  |description=Doesn’t see much use but it’s there
  |description=More or less useless, avoid.
  }}
  }}
}}
}}
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  |version=Power
  |version=Power
  |damage=26/3
  |damage=26/3
  |startup=10
  |startup=11
  |active=2
  |active=2
  |recovery=29  
  |recovery=29  
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  |version=Speed
  |version=Speed
  |damage=26/3
  |damage=26/3
  |startup=10
  |startup=11
  |active=2
  |active=2
  |recovery=29  
  |recovery=29  
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  |version=Power
  |version=Power
  |damage=13/1
  |damage=13/1
  |startup=8
  |startup=9
  |active=2
  |active=2
  |recovery=18  
  |recovery=18  
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  |version=Speed
  |version=Speed
  |damage=11/0
  |damage=11/0
  |startup=8
  |startup=9
  |active=2
  |active=2
  |recovery=18  
  |recovery=18  
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  |cancel=○/○
  |cancel=○/○
  |tech=Air
  |tech=Air
  |description=This could have been an alright poke, but once you see 2C there's almost no reason you will ever feel the need to use this outside of chain combo fodder. Marginally safer on block in power than 2C thanks to the rebound animation, but doesn’t see much use.
  |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.  
   }}
   }}
}}
}}
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  |version=Power
  |version=Power
  |damage=28/3
  |damage=28/3
  |startup=18
  |startup=19
  |active=4
  |active=4
  |recovery=24  
  |recovery=24  
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  |version=Speed
  |version=Speed
  |damage=23/0
  |damage=23/0
  |startup=18
  |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=2
  |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=2
  |startup=3
  |active=2  
  |active=2  
  |recovery=15
  |recovery=15
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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/7A. Incredible for neutral, pressure, and punishes, all around phenomenal normal. Fastest 2C in the game
  |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.
  }}
  }}
}}
}}
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  |version=Power
  |version=Power
  |damage=24/3
  |damage=24/3
  |startup=11
  |startup=12
  |active=2
  |active=2
  |recovery=27  
  |recovery=27  
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  |version=Speed
  |version=Speed
  |damage=19/0
  |damage=19/0
  |startup=11
  |startup=12
  |active=2
  |active=2
  |recovery=27  
  |recovery=27  
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  |version=Power
  |version=Power
  |damage=13/1
  |damage=13/1
  |startup=8
  |startup=9
  |active=2
  |active=2
  |recovery=-  
  |recovery=-  
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  |version=Speed
  |version=Speed
  |damage=11/0
  |damage=11/0
  |startup=8
  |startup=9
  |active=2
  |active=2
  |recovery=-  
  |recovery=-  
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  |version=Power
  |version=Power
  |damage=24/3
  |damage=24/3
  |startup=12
  |startup=13
  |active=2
  |active=2
  |recovery=  
  |recovery=  
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  |version=Speed
  |version=Speed
  |damage=13/0
  |damage=13/0
  |startup=12
  |startup=13
  |active=2
  |active=2
  |recovery=-  
  |recovery=-  
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  |cancel=△/△
  |cancel=△/△
  |tech=Air
  |tech=Air
  |description=Huge normal for huge punishes. This is a pretty strong jump in normal that's easy to convert off, has decent priority as well. 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
  |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.
  }}
  }}
}}
}}
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  |version=Power
  |version=Power
  |damage=13/1
  |damage=13/1
  |startup=8
  |startup=9
  |active=3
  |active=3
  |recovery=  
  |recovery=  
Line 556: Line 594:
  |version=Speed
  |version=Speed
  |damage=11/0
  |damage=11/0
  |startup=8
  |startup=9
  |active=3
  |active=3
  |recovery=-  
  |recovery=-  
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  |cancel=x/x  
  |cancel=x/x  
  |tech=Air
  |tech=Air
  |description=A fairly reliable crossup. Compared to other crossups, like Hibiki's j.B, it's range can be a bit frustrating to work with but this is a useful normal for that purpose. It doesn’t see much use due to jA and jB being over all better buttons
  |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
  }}
  }}
}}
}}
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  |version=Power  
  |version=Power  
  |damage=26/3
  |damage=26/3
  |startup=13
  |startup=14
  |active=-
  |active=-
  |recovery=-  
  |recovery=-  
Line 590: Line 628:
  |version=Speed
  |version=Speed
  |damage=23
  |damage=23
  |startup=13
  |startup=14
  |active=-
  |active=-
  |recovery=-  
  |recovery=-  
Line 599: Line 637:
  |cancel=○/○
  |cancel=○/○
  |tech=Ground
  |tech=Ground
  |description=Kagami's divekick. Unlike most divekicks this is not a free "win neutral" tool that you can abuse recklessly. 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.
  |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.
  }}
  }}
}}
}}
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  {{AttackData-LB2  
  {{AttackData-LB2  
  |damage=28
  |damage=28
  |startup=N/A
  |startup=1
  |active=N/A
  |active=1
  |recovery=N/A
  |recovery=3
  |state=Any
  |state=Any
  |frame advantage=  
  |frame advantage=  
Line 675: Line 713:
  |version=Power
  |version=Power
  |damage=61
  |damage=61
  |startup=48~68
  |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=23
  |startup=24
  |active=3
  |active=3
  |recovery=22
  |recovery=22
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  |cancel=  
  |cancel=  
  |tech=  
  |tech=  
  |description=projectile, useful enough to be a real tool in his kit but has limited uses.
  |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= 23
  |startup= 24
  |active= 4
  |active= 4
  |recovery= 28
  |recovery= 28
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  |version=Speed
  |version=Speed
  |damage=40(20)/4(2)
  |damage=40(20)/4(2)
  |startup= 23
  |startup= 24
  |active= 4
  |active= 4
  |recovery= 28
  |recovery= 28
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  |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. Juggles on hit vs airborne allowing followups with delayed 236B rekka or 623A in a corner.  
  |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
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  |version=Power
  |version=Power
  |damage=32(24)(10)/7(3)(4)  
  |damage=32(24)(10)/7(3)(4)  
  |startup= 5
  |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= 5
  |startup= 6
  |active= 2,(4) 4
  |active= 2,(4) 4
  |recovery= 42
  |recovery= 42
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  |cancel=  
  |cancel=  
  |tech=  
  |tech=  
  |description=In theory this may be useful as a rare reversal option but generally sees no use. First hit can miss crouching opponents.
  |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
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  |version=Power
  |version=Power
  |damage=39(28)(13)/7(3)(4)
  |damage=39(28)(13)/7(3)(4)
  |startup= 15
  |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= 15
  |startup= 16
  |active= 2,(4),4  
  |active= 2,(4),4  
  |recovery= 58
  |recovery= 58
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  |cancel=  
  |cancel=  
  |tech=  
  |tech=  
  |description=Very important special when used in Power as Kagami can super cancel out of it.
  |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 Cancel able. First hitbox of 623B is air unblockable  
*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=Instant in range
  |startup= 1
  |active=  
  |active=  
  |recovery= 37
  |recovery= 37
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  |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
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  |cancel=  
  |cancel=  
  |tech=  
  |tech=  
  |description=More damage than the A version, cannot be combod. 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
  |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
  }}
  }}
}}
}}
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|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Builds Kagami meter. Mostly useless, you may find yourself accidently using if you want down back 2C. There is a trick in which Kagami can use this after a round ends and build himself meter for the next round, though this does not happen often
|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.
  }}
  }}
}}
}}
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  |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
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  {{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 41236AB 3B
*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 3B (input as 3BCD) or tech chase. Bnb in speed
*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, 4AC 6B]xN infinite. Very difficult to do consistently, 2 1F links in a row. May be limited in some rulesets.  
*[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  
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*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
  • 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
  • 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
Strengths Weaknesses
  • 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
  • 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
Strengths Weaknesses
  • 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
  • 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

Normals

Standing

5A
Version 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.
Power 13/1 9 2 16 Any +3/-7 6/3 M ○/○ Air
Speed 8/0 9 2 16 Any +3/-12 2/1 M ○/○ Air

No real use outside of chain combo filler.

4A
Version 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.
Power 13/1 5 2 17 Any +3/-12 6/3 M ○/○ Air
Speed 8/0 5 2 17 Any +3/-12 2/1 M ○/○ Air

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/7AC bypasses a frame of standing animation making the link work (this isn’t limited to Kagami but it’s required for him)
5B
Version 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.
Power 30/3 17 3 17 Any +3/-10 8/4 M ○/○ Air
Speed 16/0 17 3 17 Any +3/-17 3/1 M ○/○ Air

Generally goes unused, though in Power it's a decent option into a super confirm when punishing highly unsafe moves.

6B
Version 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.
Power 50/6 21 2 23 Any +4/-13 12/6 M x/△ Air
Speed 23/0 17 2 23 Any +4/-16 4/2 M x/x Air

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.

5C
Text
Version 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.
Power 13/1 9 2 19 Any +1/-14 6/3 M ○/○ Air
Speed 11/0 9 2 19 Any +1/-14 3/1 M ○/○ Air

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.

6C
Version 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.
Power 19/2 24 2 32 Any -/-29 6/3 M ○/○ Air
Speed 16/- 24 2 32 Any -/-29 3/1 M x/x Air

Other then its long range there is nothing notable about this normal, sees no use in any mode.

3B
Text
Version 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.
Power 21/- 11 2 13 Ground -/- 2/- - x/x -
Speed 21/- 11 2 13 Ground -/- 1/- - x/x -

Better damage then 5C, but the outward angle at which he stabs his sword can make it whiff against certain characters like Okina.

Dashing normals
Dashing High
Version 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.
Power 26/3 11 2 29 Any -3/-10 8/4 M ○/○ Air
Speed 19/0 11 2 29 Any -3/-23 3/1 M ○/○ Air

More or less useless, avoid.

Dashing Low
Knockdown
Version 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.
Power 26/3 11 2 29 Any KD/-23 8/4 L x/x Air
Speed 26/3 11 2 29 Any KD/-23 3/1 L x/x Air

Made completely irrelevant by the existence of 2C, avoid using this.

Crouching

2A
Version 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.
Power 13/1 9 2 18 Any +2/-7 6/3 L x/○ Air
Speed 11/0 9 2 18 Any +2/-13 3/1 L ○/○ Air

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.

2B
Version 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.
Power 28/3 19 4 24 Any 0/-10 8/4 L x/○ Air
Speed 23/0 19 4 24 Any 0/-20 4/2 L ○/○ Air

Chain combo normal, never use this anywhere else.

2C
LOOK MOM I'M PLAYING NEUTRAL
Version 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.
Power 13/1 3 2 15 Any +6/-9 6/3 L x/x Air
Speed 11/0 3 2 15 Any +6/-9 3/1 L ○/○ Air

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.

3C
Version 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.
Power 24/3 12 2 27 Any -/-21 8/4 L ○/○ None
Speed 19/0 12 2 27 Any -/-21 3/1 L ○/○ None

Causes a hard knockdown. Frustrating normal as you may find yourself getting it unintentionally when wanting a 2C. Has occasional use in chain combos in speed/ex when you need to mix in another low from 2A etc.

  • All buttons are cancellable in Speed Mode minus 6B and 6C

Air

j.A
Air footsies part 1
Version 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.
Power 13/1 9 2 - Any -/- 6/3 H x/x Air
Speed 11/0 9 2 - Any -/- 3/1 H x/x Air

Kagami's primary poke of choice. The animation is rather deceptive as while it looks like it hits at an angle it actually hits horizontally. Extremely good in the air, and can convert to a full combo on a jump in

j.B
Air footsies part 2
Version 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.
Power 24/3 13 2 - Any -/- 8/4 H △/△ Air
Speed 13/0 13 2 - Any -/- 3/1 H △/△ Air

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.

j.C
has one use
Version 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.
Power 13/1 9 3 - Any -/- 6/3 H x/x Air
Speed 11/0 9 3 - Any -/- 3/1 H x/x Air

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

j.2C
Like a Furnace
Version 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.
Power 26/3 14 - - Any - - H ○/○ Ground
Speed 23 14 - - Any - - H ○/○ Ground

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.

Speed chain

5A>A
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.
15/0 - - - - - - - - -

Basic default speed chain, outclassed by much better chain options.

5A>B>C
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.
47/0 - - - - - - - - -

Refer to the above.

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

Universal Mechanics

Throw
C+D
WHATTHEFU-? BOOOOOOOOOOOOM!!
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.
28 1 1 3 Any - - N/A N/A Ground

Thanks to his incredible dash speed Kagami gets a lot of mileage from his throw. In the corner you can land an OTG if they don't tech it. However as his command grabs serve the same purpose for more damage, you may not use this as much.

5B+C
Power Version
Speed/EX Version
Version 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.
Power 61 49~69 2 34 Any KD - N/A N/A Ground

Standard Power 5BC unblockable, has a bit more range than some others. Use sparingly




Version 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.
Speed/EX 19 24 3 22 Any KD,Stagger/- - H x/x Ground

Commonly used to end chains as it will launch the opponent and cause a knockdown, to which Kagami can follow up with an OTG or tech chase.

  • 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
Text
Version 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.
Power 26/3 - - - - - - - - -
Speed 23/2 - - - - - - - - -

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.

Gouensou
236B
Version 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.
Power 50(24)/6(3) 24 4 28 Any -3/-23 - - - Ground(1st hit)
Speed 40(20)/4(2) 24 4 28 Any -3/-23 - - - Ground(1st hit)

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.
  • 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.


Syouhoukou
623A/B
A version
B version
Version 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.
Power 32(24)(10)/7(3)(4) 6 2,(4),4 42 - -/-43,-/-36 - - - -
Speed 27(19)(9)/5(1) 6 2,(4) 4 42 - -/-43, -/-36 - - - -

Light DP, outclassed by the heavy version in both modes giving it no real use outside of juggles where 623B will not connect.

Version 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.
Power 39(28)(13)/7(3)(4) 16 2,(4),4 58 - -/-59 - - - -
Speed 32(11)/5(1) 16 2,(4),4 58 - -/-59 - - - -

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.

  • Both versions are Super Cancelable. First hitbox of 623B is air unblockable
Enhoukou
63214A/B(close)
A version
Version 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.
A - 1 - 37 - - - - - -

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.

Version 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.
B - - - 43 - - - - - -

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

  • Kagami grabs opponent, lifts them into the air, stabs them with his sword and explodes the opponent with fire
Shizukanarukodou
214C
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.
- - - - - - - - - -

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.

Desperation Moves

Gurensuzaku
41236AB(in-air)
Text
Version 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.
Power 80/2 19 until landing 23 Any -9 to -19 - H x/x None
Speed 85/2 - - - Any - - H x/x None

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.

  • 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).
  • 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
NAGE!
Version 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.
Power 72/- - - - Any - - N/A x/x None
Speed 67/- - - - Any - - N/A x/x None

Slow to start up unblockable ground projectile. Serves as a knowledge check, no other use. Can’t be used in combos. If it does hit you get a guaranteed otg attack.

Super Desperation Moves

Hououtensyou
41236B (in-air)
NANTO HO’OH KEN OUGI: TENSHO JUJI HO!
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.
108/2 15 until landing - Any Kd/-25 - H N/A None

A sdm that has use outside of combos. Can catch people pressing buttons or crouching. Moves pretty quickly once it activates. Has a minimum height requirement. Horribly unsafe if blocked.

  • 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
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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