
-Happy New Year 2025!
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==Overview== | ==Overview== | ||
Despite Moriya's incredible set of midrange zoning tools, he remains defined by possessing the greatest mobility option in the game: a nearly instant teleport. These two traits in tandem allow Moriya to heavily dominate every aspect of neutral through largely reactionary play. This all culminates into his setplay which thanks to some advanced techniques essentially translates to a safe 4 way that can ignore recovery rolls. Despite requiring relatively strong execution to bring into his full potential, masters of the character will be able to run circles around the opponent and still find a way to directly beat out many staple pokes. | Despite Moriya's incredible set of midrange zoning tools, he remains defined by possessing the greatest mobility option in the game: a nearly instant teleport. These two traits in tandem allow Moriya to heavily dominate every aspect of neutral through largely reactionary play. This all culminates into his setplay which thanks to some advanced techniques essentially translates to a safe 4 way that can ignore recovery rolls. Despite requiring relatively strong execution to bring into his full potential, masters of the character will be able to run circles around the opponent and still find a way to directly beat out many staple pokes. | ||
<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= | |||
* Strong pokes in neutral | * Strong pokes in neutral | ||
* Easily kills most fireballs on reaction | * Easily kills most fireballs on reaction | ||
* Rewarding anti-airs | * Rewarding anti-airs | ||
* Fast meter build means more GC's, enabling much more passive play than other modes | * Fast meter build means more GC's, enabling much more passive play than other modes | ||
| | |cons= | ||
* Slow jabs | * Slow jabs | ||
* Essential tools extend his hurtbox during startup | * Essential tools extend his hurtbox during startup | ||
* Has difficulty resetting his pressure, forcing hit-and-run style offense | * Has difficulty resetting his pressure, forcing hit-and-run style offense | ||
* Low meterless damage | * Low meterless damage | ||
}}</div> | |||
! | <div id="movelist-2" class="movelist"><!-- Speed--> | ||
| | {{ProConTable | ||
|pros= | |||
* Strong disjointed pokes that can hitconfirm from max range | * Strong disjointed pokes that can hitconfirm from max range | ||
* Easily kills most fireballs on reaction | * Easily kills most fireballs on reaction | ||
Line 28: | Line 30: | ||
* Fairly high damage even from spaced normals | * Fairly high damage even from spaced normals | ||
* Incredible oki | * Incredible oki | ||
| | |cons= | ||
* Slow jabs | * Slow jabs | ||
* Essential tools extend his hurtbox during startup | * Essential tools extend his hurtbox during startup | ||
}}</div> | |||
! | <div id="movelist-3" class="movelist"><!-- EX --> | ||
| | {{ProConTable | ||
|pros= | |||
* Same strengths as speed, now with higher damage enabling 2 hit kill sequences | * Same strengths as speed, now with higher damage enabling 2 hit kill sequences | ||
| | |cons= | ||
* Same weaknesses as speed | * Same weaknesses as speed | ||
* Large defense penalty, mostly offset by how hard Moriya is to pin down | * Large defense penalty, mostly offset by how hard Moriya is to pin down}} | ||
</div> | |||
==Strategy== | ==Strategy== | ||
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|version=Power | |version=Power | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= | |startup= 6 | ||
|active= 1,1 | |active= 1,1 | ||
|recovery= 17 | |recovery= 17 | ||
Line 68: | Line 71: | ||
|version=Speed | |version=Speed | ||
|damage= 8/0 | |damage= 8/0 | ||
|startup= | |startup= 6 | ||
|active= 1,1 | |active= 1,1 | ||
|recovery= 17 | |recovery= 17 | ||
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|version=Power | |version=Power | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= | |startup= 4 | ||
|active= 2 | |active= 2 | ||
|recovery= 15 | |recovery= 15 | ||
Line 103: | Line 106: | ||
|version=Speed | |version=Speed | ||
|damage= 8 | |damage= 8 | ||
|startup= | |startup= 4 | ||
|active= 2 | |active= 2 | ||
|recovery= 15 | |recovery= 15 | ||
Line 124: | Line 127: | ||
|version=Power | |version=Power | ||
|damage= 19/2 | |damage= 19/2 | ||
|startup= | |startup= 16 | ||
|active= 2 | |active= 2 | ||
|recovery= 30 | |recovery= 30 | ||
Line 138: | Line 141: | ||
|version=Speed | |version=Speed | ||
|damage= 14/0 | |damage= 14/0 | ||
|startup= | |startup= 16 | ||
|active= 2 | |active= 2 | ||
|recovery= 30 | |recovery= 30 | ||
Line 147: | Line 150: | ||
|cancel= o/o | |cancel= o/o | ||
|tech= | |tech= | ||
|description=A special cancelable instant overhead. Can be chained into off other A normals in speed/EX, and can set up a knockdown or confirm super for surprising damage in either mode. Wildly unsafe unless canceled into an A teleport (thus giving up your turn), so use with some caution. | |description=A special cancelable instant overhead. Can be chained into off other A normals in speed/EX, and can set up a knockdown or confirm super for surprising damage in either mode. Wildly unsafe unless canceled into an A teleport (thus giving up your turn), so use with some caution. Mixing this with 3C is a good mixup for chain combos in speed/ex. | ||
}} | }} | ||
}} | }} | ||
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|version=Power | |version=Power | ||
|damage= 30/3 | |damage= 30/3 | ||
|startup= | |startup= 14 | ||
|active= 1 | |active= 1 | ||
|recovery= 26 | |recovery= 26 | ||
Line 173: | Line 176: | ||
|version=Speed | |version=Speed | ||
|damage= 16/0 | |damage= 16/0 | ||
|startup= | |startup= 14 | ||
|active= 1 | |active= 1 | ||
|recovery= 26 | |recovery= 26 | ||
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|version=Power | |version=Power | ||
|damage= 26/3 | |damage= 26/3 | ||
|startup= | |startup= 20 | ||
|active= 2 | |active= 2 | ||
|recovery= 34 | |recovery= 34 | ||
Line 209: | Line 212: | ||
|version=Speed | |version=Speed | ||
|damage= 16/0 | |damage= 16/0 | ||
|startup= | |startup= 14 | ||
|active= 2 | |active= 2 | ||
|recovery= 36 | |recovery= 36 | ||
Line 230: | Line 233: | ||
|version=Power | |version=Power | ||
|damage= 50/6 | |damage= 50/6 | ||
|startup= | |startup= 22 | ||
|active= 1 | |active= 1 | ||
|recovery= 33 | |recovery= 33 | ||
Line 244: | Line 247: | ||
|version=Speed | |version=Speed | ||
|damage=23/0 | |damage=23/0 | ||
|startup= | |startup= 15 | ||
|active= 1 | |active= 1 | ||
|recovery= 33 | |recovery= 33 | ||
Line 265: | Line 268: | ||
|version=Power | |version=Power | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= | |startup= 6 | ||
|active= 5 | |active= 5 | ||
|recovery= 18 | |recovery= 18 | ||
Line 279: | Line 282: | ||
|version=Speed | |version=Speed | ||
|damage= 11/0 | |damage= 11/0 | ||
|startup= | |startup= 6 | ||
|active= 5 | |active= 5 | ||
|recovery= 18 | |recovery= 18 | ||
Line 300: | Line 303: | ||
|version=Power | |version=Power | ||
|damage= 19/2 | |damage= 19/2 | ||
|startup= | |startup= 11 | ||
|active= 2 | |active= 2 | ||
|recovery= 31 | |recovery= 31 | ||
Line 314: | Line 317: | ||
|version=Speed | |version=Speed | ||
|damage= 16/0 | |damage= 16/0 | ||
|startup= | |startup=11 | ||
|active=2 | |active=2 | ||
|recovery= 31 | |recovery= 31 | ||
Line 334: | Line 337: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 61 | |damage= 61 | ||
|startup= | |startup= 47~67 | ||
|active= 2 | |active= 2 | ||
|recovery= 43 | |recovery= 43 | ||
Line 355: | Line 358: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 19 | |damage= 19 | ||
|startup= | |startup= 23 | ||
|active= 3 | |active= 3 | ||
|recovery= 22 | |recovery= 22 | ||
Line 376: | Line 379: | ||
|version=Power | |version=Power | ||
|damage= 21 | |damage= 21 | ||
|startup= | |startup= 13 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
Line 390: | Line 393: | ||
|version=Speed | |version=Speed | ||
|damage= 21 | |damage= 21 | ||
|startup= | |startup= 13 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
Line 414: | Line 417: | ||
|version=Power | |version=Power | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= | |startup= 6 | ||
|active= 1,1 | |active= 1,1 | ||
|recovery= 17 | |recovery= 17 | ||
Line 428: | Line 431: | ||
|version=Speed | |version=Speed | ||
|damage= 11/0 | |damage= 11/0 | ||
|startup= | |startup= 6 | ||
|active= 1,1 | |active= 1,1 | ||
|recovery= 18 | |recovery= 18 | ||
Line 450: | Line 453: | ||
|version=Power | |version=Power | ||
|damage= 35/4 | |damage= 35/4 | ||
|startup= | |startup= 13 | ||
|active= 1,1 | |active= 1,1 | ||
|recovery= 25 | |recovery= 25 | ||
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|version=Speed | |version=Speed | ||
|damage= 19/0 | |damage= 19/0 | ||
|startup= | |startup= 13 | ||
|active= 1,1 | |active= 1,1 | ||
|recovery= 25 | |recovery= 25 | ||
Line 485: | Line 488: | ||
|version=Power | |version=Power | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= | |startup= 6 | ||
|active= 3 | |active= 3 | ||
|recovery= 14 | |recovery= 14 | ||
Line 499: | Line 502: | ||
|version=Speed | |version=Speed | ||
|damage= 11/0 | |damage= 11/0 | ||
|startup= | |startup= 6 | ||
|active= 3 | |active= 3 | ||
|recovery= 14 | |recovery= 14 | ||
Line 519: | Line 522: | ||
|version=Power | |version=Power | ||
|damage= 24/2 | |damage= 24/2 | ||
|startup= | |startup= 10 | ||
|active= 2 | |active= 2 | ||
|recovery= 32 | |recovery= 32 | ||
Line 533: | Line 536: | ||
|version=Speed | |version=Speed | ||
|damage= 19/0 | |damage= 19/0 | ||
|startup= | |startup= 10 | ||
|active= 2 | |active= 2 | ||
|recovery= 32 | |recovery= 32 | ||
Line 555: | Line 558: | ||
|version=Power | |version=Power | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= | |startup= 6 | ||
|active= 4 | |active= 4 | ||
|recovery=N/A | |recovery=N/A | ||
Line 569: | Line 572: | ||
|version=Speed | |version=Speed | ||
|damage= 11/0 | |damage= 11/0 | ||
|startup= | |startup= 6 | ||
|active= 4 | |active= 4 | ||
|recovery= N/A | |recovery= N/A | ||
Line 589: | Line 592: | ||
|version=Power | |version=Power | ||
|damage= 26/3 | |damage= 26/3 | ||
|startup= | |startup= 14 | ||
|active= 4 | |active= 4 | ||
|recovery=N/A | |recovery=N/A | ||
Line 603: | Line 606: | ||
|version=Speed | |version=Speed | ||
|damage= 13/0 | |damage= 13/0 | ||
|startup= | |startup= 14 | ||
|active= 4 | |active= 4 | ||
|recovery= N/A | |recovery= N/A | ||
Line 623: | Line 626: | ||
|version=Power | |version=Power | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= | |startup= 5 | ||
|active= 6 | |active= 6 | ||
|recovery= N/A | |recovery= N/A | ||
Line 637: | Line 640: | ||
|version=Speed | |version=Speed | ||
|damage= 11/0 | |damage= 11/0 | ||
|startup= | |startup= 5 | ||
|active= 6 | |active= 6 | ||
|recovery= N/A | |recovery= N/A | ||
Line 659: | Line 662: | ||
|version=Power | |version=Power | ||
|damage= 26/3 | |damage= 26/3 | ||
|startup= | |startup= 13 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
Line 673: | Line 676: | ||
|version=Speed | |version=Speed | ||
|damage= 19/0 | |damage= 19/0 | ||
|startup= | |startup= 13 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
Line 693: | Line 696: | ||
|version=Power | |version=Power | ||
|damage= 26/3 | |damage= 26/3 | ||
|startup= | |startup= 11 | ||
|active= 10 | |active= 10 | ||
|recovery= | |recovery= | ||
Line 707: | Line 710: | ||
|version=Speed | |version=Speed | ||
|damage= 19/0 | |damage= 19/0 | ||
|startup= | |startup= 11 | ||
|active= 10 | |active= 10 | ||
|recovery= | |recovery= | ||
Line 728: | Line 731: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 15 | |damage= 15 | ||
|startup= | |startup= 8 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
Line 737: | Line 740: | ||
|cancel= o/o | |cancel= o/o | ||
|tech= | |tech= | ||
|description=Combo filler. Does less damage than 5a>2a | |description=Combo filler. Does less damage than 5a>2a, but it combos from slightly farther away making it decent for the first rep of a TP loop. Frame advantage assumes you do nothing after this hits or is blocked. Following with 3C or 3A can make a mix after this, but it’s not as quick as 5A 2A 3C/3A | ||
}} | }} | ||
}} | }} | ||
Line 750: | Line 753: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 22 | |damage= 22 | ||
|startup= | |startup= 11 | ||
|active=1,1 | |active=1,1 | ||
|recovery=28 | |recovery=28 | ||
Line 769: | Line 772: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 47 | |damage= 47 | ||
|startup= | |startup= 11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 807: | Line 810: | ||
|version=Power A | |version=Power A | ||
|damage= - | |damage= - | ||
|startup= | |startup= 23 | ||
|active= - | |active= - | ||
|recovery= - | |recovery= - | ||
Line 821: | Line 824: | ||
|version=Speed A | |version=Speed A | ||
|damage= - | |damage= - | ||
|startup= | |startup= 23 | ||
|active= - | |active= - | ||
|recovery= - | |recovery= - | ||
Line 835: | Line 838: | ||
|version=Power B | |version=Power B | ||
|damage= 24/3 | |damage= 24/3 | ||
|startup= | |startup= 33 | ||
|active= 2 | |active= 2 | ||
|recovery= 72 | |recovery= 72 | ||
Line 849: | Line 852: | ||
|version=Speed B | |version=Speed B | ||
|damage= 21/2 | |damage= 21/2 | ||
|startup= | |startup= 33 | ||
|active= 2 | |active= 2 | ||
|recovery= 72 | |recovery= 72 | ||
Line 884: | Line 887: | ||
|version=Power A | |version=Power A | ||
|damage= 30 | |damage= 30 | ||
|startup= | |startup= 15 | ||
|active= 2,2 | |active= 2,2 | ||
|recovery= | |recovery= | ||
Line 898: | Line 901: | ||
|version=Speed A | |version=Speed A | ||
|damage= 21 | |damage= 21 | ||
|startup= | |startup= 15 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
Line 913: | Line 916: | ||
|version=Power B | |version=Power B | ||
|damage= 28 | |damage= 28 | ||
|startup= | |startup= 15 | ||
|active= 2,2 | |active= 2,2 | ||
|recovery= - | |recovery= - | ||
Line 927: | Line 930: | ||
|version=Speed B | |version=Speed B | ||
|damage= 21 | |damage= 21 | ||
|startup= | |startup= 15 | ||
|active= 2,2 | |active= 2,2 | ||
|recovery= - | |recovery= - | ||
Line 941: | Line 944: | ||
|version=Power C | |version=Power C | ||
|damage= 28 | |damage= 28 | ||
|startup= | |startup= 16 | ||
|active= 2 | |active= 2 | ||
|recovery= - | |recovery= - | ||
Line 955: | Line 958: | ||
|version=Speed C | |version=Speed C | ||
|damage= 21 | |damage= 21 | ||
|startup= | |startup= 16 | ||
|active= 2 | |active= 2 | ||
|recovery= - | |recovery= - | ||
Line 979: | Line 982: | ||
|version=Power A | |version=Power A | ||
|damage= | |damage= | ||
|startup= | |startup= 4 | ||
|active= 1,4 | |active= 1,4 | ||
|recovery= 43 | |recovery= 43 | ||
Line 993: | Line 996: | ||
|version=Speed A | |version=Speed A | ||
|damage= | |damage= | ||
|startup= | |startup= 4 | ||
|active= 1,4 | |active= 1,4 | ||
|recovery= 43 | |recovery= 43 | ||
Line 1,010: | Line 1,013: | ||
|version=Power B | |version=Power B | ||
|damage= | |damage= | ||
|startup= | |startup= 15 | ||
|active= 1,2,2 | |active= 1,2,2 | ||
|recovery= 29 | |recovery= 29 | ||
Line 1,024: | Line 1,027: | ||
|version=Speed B | |version=Speed B | ||
|damage= - | |damage= - | ||
|startup= | |startup= 15 | ||
|active= 1,2,2 | |active= 1,2,2 | ||
|recovery= - | |recovery= - | ||
Line 1,111: | Line 1,114: | ||
|version=Power | |version=Power | ||
|damage= 86/16 | |damage= 86/16 | ||
|startup= | |startup= 19 | ||
|active= 16 hit boxes active for 2F each, with varying gaps between hits | |active= 16 hit boxes active for 2F each, with varying gaps between hits | ||
|recovery= 39 | |recovery= 39 | ||
Line 1,125: | Line 1,128: | ||
|version=Speed | |version=Speed | ||
|damage=76/16 | |damage=76/16 | ||
|startup= | |startup= 19 | ||
|active= same as power | |active= same as power | ||
|recovery= 39 | |recovery= 39 | ||
Line 1,134: | Line 1,137: | ||
|cancel= x/x | |cancel= x/x | ||
|tech= Ground | |tech= Ground | ||
|description=A multihit super which can be delayed by holding the button. Does a massive amount of chip, but is very easy to GC so it's very situational in that regard. Primarily used as a combo ender to close a round, however it is prone to uncombo on airborn opponents making the damage inconsistent | |description=A multihit super which can be delayed by holding the button. Does a massive amount of chip, but is very easy to GC so it's very situational in that regard. Primarily used as a combo ender to close a round, however it is prone to uncombo on airborn opponents making the damage inconsistent (the lower slashes can’t juggle) If the super uncombos when the opponent would have otherwise died to the previous hit, they will still die upon hitting the ground. Can find some niche use as an anti-air just because of how much space it takes up. Air unblockable | ||
}} | }} | ||
}} | }} | ||
Line 1,149: | Line 1,152: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 110/4 | |damage= 110/4 | ||
|startup= | |startup= 23 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 1,164: | Line 1,167: | ||
==Combos== | ==Combos== | ||
===Any Mode=== | ===Any Mode=== | ||
*Dash A/B, | *Dash A/B, 623A/214x/641236AB | ||
*Dash A/B, 236A(x3) | *Dash A/B, 236A(x3) | ||
*jB, 5B | *jB, 5B 214x/623A | ||
*jB, 5B, 236A(x3)(5C/3B otg in power/ex) | |||
*jB, 5A/B, 641236AB | |||
*jB, 5B, 236A( | *2C 4A any special or 641236AB | ||
*236B(x3) 623A/214A 641236AB | |||
*jB, 5A/B, | *5B 412B AC 4A/5A/5C any special or 641236AB | ||
*236B(x3) | *2C 4Ax2 any special or 641236AB | ||
*4Ax3 any special or 641236AB | |||
*5B/4B 412B (A+C) 4A/5A/5C any special or 641236AB | |||
===Power Mode | ===Power Mode=== | ||
*jB, 6C, 214B | *jB, 6C, 214B | ||
*jB, 6C, | *jB, 6C, 214A~D 623A, 3B corner | ||
*jB, 6C, 641236AB | *jB, 6C, 641236AB | ||
*4Ax2/3 623A/214x/641236AB | |||
*2C 4A 623A/214x/641236AB | |||
*jB 4/5B 412B~AC 4A 641236AB | |||
*6C 641236B | *6C 641236B | ||
*5A 641236AB good for a quick punish | |||
*4B/5B 236Ax2 214A(D after hit)x2 623A 3B/5C otg. Corner | *4B/5B 236Ax2 214A(D after hit)x2 623A 3B/5C otg. Corner | ||
*4B/5B 236Ax2 214A (2hits) 623A 3B. Slightly more damage than above, but less style | |||
===Speed Mode Only=== | ===Speed Mode Only=== | ||
Line 1,190: | Line 1,199: | ||
*4A>A>A>5B, 631236B | *4A>A>A>5B, 631236B | ||
*2C 4A 5A 2A 5B 236A(x2), 214A(D after hit)x2 623A 623B, 3B (corner) | *2C 4A 5A 2A 5B 236A(x2), 214A(D after hit)x2 623A 623B, 3B (corner) | ||
*chain to 5B 236A 641236AB | |||
===Power and EX Mode=== | ===Power and EX Mode=== | ||
Line 1,203: | Line 1,213: | ||
: Autocombo. No reason to go for this other than ease of execution. | : Autocombo. No reason to go for this other than ease of execution. | ||
*jB, 4A>A>A>5B 6C | *jB, 4A>A>A>5B 6C | ||
*4A | *2C 4A>2A>3A>214C | ||
: low, high, low combo | : low, high, low, high, low combo | ||
*5A>2A>3A 623A>623B or 641236AB. | *5A>2A>3A 623A>623B or 641236AB. | ||
: This is used often for a mixup leading to decent damage and knockdown. | : This is used often for a mixup leading to decent damage and knockdown. | ||
Line 1,218: | Line 1,228: | ||
*jB, 5A>2A>5B 412B, AC, 4a>2a>5b 236a(x2) 623a>623B, 3B | *jB, 5A>2A>5B 412B, AC, 4a>2a>5b 236a(x2) 623a>623B, 3B | ||
: Some formats limit Moriya teleport to one use per combo, in which case use this. The damage difference is slight so this is also worth going for if you're not consistent with the loop yet. | : Some formats limit Moriya teleport to one use per combo, in which case use this. The damage difference is slight so this is also worth going for if you're not consistent with the loop yet. | ||
*5A>2A>5B 412B, AC, 5C 623A 623B/641236AB | |||
:variation of the above. Some rule sets use this as a bnb to prevent any attacks from being looped after a teleport as 5C can’t be linked to other normals. | |||
*22A/B A + B + C + 2C + A + 2C + 6BC,412C (hold release A) 623A>623B 3B | *22A/B A + B + C + 2C + A + 2C + 6BC,412C (hold release A) 623A>623B 3B | ||
: Anti-air deflect conversion | : Anti-air deflect conversion for style. | ||
*5A 5B 22A/B or 5A 2A 5B 22A/B. True 50/50 fandango setup at point blank on hit. | |||
===Super Speed Combos=== | ===Super Speed Combos=== |
Despite Moriya's incredible set of midrange zoning tools, he remains defined by possessing the greatest mobility option in the game: a nearly instant teleport. These two traits in tandem allow Moriya to heavily dominate every aspect of neutral through largely reactionary play. This all culminates into his setplay which thanks to some advanced techniques essentially translates to a safe 4 way that can ignore recovery rolls. Despite requiring relatively strong execution to bring into his full potential, masters of the character will be able to run circles around the opponent and still find a way to directly beat out many staple pokes.
Strengths | Weaknesses |
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Strengths | Weaknesses |
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Strengths | Weaknesses |
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5A |
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4A |
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3A |
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5B |
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4B |
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6B |
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5C |
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6C |
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BC(Power) |
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BC(Speed/EX) |
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3B |
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2A |
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2B |
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3C
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j.A
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j.B
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j.C
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Dashing High
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Dashing Low
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5A>A
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5A>B |
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5A>B>C
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Glancing Blade Moonlight 236A/B |
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Glancing Blade Haze 214A/B/C/D |
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Glancing Blade New Moon 623A/B ![]() ![]() |
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Sash Blade Moonwalk 412A/B/C ![]() "It's nothing personal kid" Teleports in front of you Teleports behind me Teleports in your general direction Teleports to the moon |
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Life and Death Moonlight Flash 641236AB ![]() Nevermind |
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Life and Death Wild Season 641236B ![]() Okay then... |
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A + B + C + A + B + C + A + B + 236C (109 Damage) A + B + C + A + B + C + C + B + A + 236C (138 damage) A + B + C + 2C + A + 2C + 6BC (96 Damage) A + B + C + 2C + A + 6BC + A + B + 236B (134 Damage)
The above video demonstrates advanced forms of Moriya okizeme, taking heavy advantage of run canceling (performed by quickly tapping up then down after running through an opponent)
The Last Blade 2 | |
General | |
Characters |
Akari Ichijo • Genbu no Okina • Hibiki Takane • Hyo Amano • Juzoh Kanzaki • Kaede (Original) • Kaede • Keiichiro Washizuka • Kojiroh Sanada • Kouryu • Moriya Minakata • Mukuro • Rekka Lee • Setsuna • Shigen Naoe • Shinnosuke Kagami • Yuki • Zantetsu |