(2 intermediate revisions by one other user not shown)
Line 4:
Line 4:
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.
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.
* Much stronger combo game thanks to chains, doesn't need to rely on 1f links for basic combos
* 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
* 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
* 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
* Even more reliant on 1f links in order to do loops and make the most of his combo game
|-
}}</div>
! scope=row | EX
<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
* 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
* 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
* 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
* 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
* 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}}
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 VersionSpeed/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.
Follow-up
Syouhoukou 623A/B
A versionB 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.
2nd hit
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.
2nd hit
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.
2nd part
3rd part
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).
2nd part
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.
2nd part
3rd part
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