-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The Last Blade 2/Juzoh Kanzaki: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Drako125 (talk | contribs)
Gurushum (talk | contribs)
→‎Special Moves: added 63214A~236B damage
 
(42 intermediate revisions by 7 users not shown)
Line 3: Line 3:
==Introduction==
==Introduction==
Juzoh is a powerhouse character focused around mixups and punishes. With phenomenal damage off of both of his DMs, his command grab, and his huge j.B, Juzoh can easily control the pace of the match when he gets in. The problem, however, ''is'' getting in. Juzoh is a big, slow target with few ways to mitigate fireballs or other space control tools, and has few quick buttons to mash out of pressure. This ultimately leads to Juzoh needing to take as many risks on defense as he does on offense, making his gameplan pretty shaky in practice. If you like high risk, high reward, and high amounts of salt, Juzoh is the character for you.
Juzoh is a powerhouse character focused around mixups and punishes. With phenomenal damage off of both of his DMs, his command grab, and his huge j.B, Juzoh can easily control the pace of the match when he gets in. The problem, however, ''is'' getting in. Juzoh is a big, slow target with few ways to mitigate fireballs or other space control tools, and has few quick buttons to mash out of pressure. This ultimately leads to Juzoh needing to take as many risks on defense as he does on offense, making his gameplan pretty shaky in practice. If you like high risk, high reward, and high amounts of salt, Juzoh is the character for you.
{| class="wikitable"
<br>
|+
<div class="movelist-toggles">
! Style
<div id="movelist-toggle-1" class="movelist-toggle-button"> [[File:Power_Icon.png|50px|link=]]</div>
! Strengths
<div id="movelist-toggle-2" class="movelist-toggle-button"> [[File:Speed_Icon.png|50px|link=]]</div>
! Weaknesses
<div id="movelist-toggle-3" class="movelist-toggle-button"> [[File:EX_Icon.png|50px|link=]]</div>
|-
</div>
! scope=row | Power
<div id="movelist-1" class="movelist"><!-- Power -->
|
{{ProConTable
|pros=
* Incredible punish game, can easily take off 50% with DM
* Incredible punish game, can easily take off 50% with DM
* Amazing j.B that lets him threaten opponents with a strong overhead and dangerous combos
* Amazing j.B that lets him threaten opponents with a strong overhead and dangerous combos
* Huge comeback potential
* Huge comeback potential
|
|cons=
* Commits hard on both offense and defense; almost no options are truly safe
* Commits hard on both offense and defense; almost no options are truly safe
* Very poor conversions off of pokes and non j.B buttons
* Very poor conversions off of pokes and non j.B buttons
* Getting into your optimal range can be difficult versus good players
* Getting into your optimal range can be difficult versus good players
|-
}}</div>
! scope=row | Speed
<div id="movelist-2" class="movelist"><!-- Speed-->
|
{{ProConTable
|pros=
* True low conversions help to round out your mixup game
* True low conversions help to round out your mixup game
* 5BC is a strong threat, leading to free command grabs or high damage fandango resets
* 5BC is a strong threat, leading to free command grabs or high damage fandango resets
|
|cons=
* Huge drop-off in command grab and DM damage
* Huge drop-off in command grab and DM damage
* Juzoh gains very little from Speed mode chains overall
* Juzoh gains very little from Speed mode chains overall
|-
}}</div>
! scope=row | EX
<div id="movelist-3" class="movelist"><!-- EX -->
|
{{ProConTable
* Same as speed
|pros=
|
* Faster 6B and 5BC along with full damage on your command grabs very nicely rounds out Juzoh's zoning capabilities
* The best colors
|cons=
* Extra damage just isn't worth it  
* Extra damage just isn't worth it  
* Makes your defense issues even worse, as Juzoh's larger health pool still doesn't make up for the damage increase
* Makes your defense issues even worse, as Juzoh's larger health pool still doesn't make up for the damage increase}}
|}
</div>


==Normals==
==Normals==
====Standing====
====Standing====
{{MoveData
{{MoveData
|image=LB2_Juzoh_A.jpg
|image=LB2_Juzoh_A.png
|caption=Knock Knock
|caption=Knock Knock
|name=5A
|name=5A
Line 44: Line 48:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P 15/1 S 8/0  
|damage=P 15/1 S 8/0  
|startup=7
|startup=8
|active=5  
|active=5  
|recovery=15  
|recovery=15  
Line 57: Line 61:
}}
}}
{{MoveData
{{MoveData
|image=LB2_Juzoh_b+A.jpg
|image=LB2_Juzoh_b+A.png
|caption=
|caption=
|name=4A
|name=4A
Line 63: Line 67:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P 15/1 S 8/0  
|damage=P 15/1 S 8/0  
|startup=7
|startup=8
|active=4  
|active=4  
|recovery=17  
|recovery=17  
Line 76: Line 80:
}}
}}
{{MoveData
{{MoveData
|image=LB2_Juzoh_B.jpg
|image=LB2_Juzoh_B.png
|caption=Practicing for those home runs.
|caption=Practicing for those home runs.
|name=5B
|name=5B
Line 82: Line 86:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P 30/3 S 16/0  
|damage=P 30/3 S 16/0  
|startup=17
|startup=18
|active=1  
|active=1  
|recovery=32  
|recovery=32  
Line 95: Line 99:
}}
}}
{{MoveData
{{MoveData
|image=LB2_Juzoh_f+B.jpg
|image=LB2_Juzoh_f+B.png
|caption="Please get hit by this."
|caption="Please get hit by this."
|name=6B
|name=6B
Line 101: Line 105:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P 50/6 S 23/0  
|damage=P 50/6 S 23/0  
|startup=P 25 S 15
|startup=P 26 S 16
|active=2  
|active=2  
|recovery=30  
|recovery=30  
Line 114: Line 118:
}}
}}
{{MoveData
{{MoveData
|image=LB2_Juzoh_C.jpg
|image=LB2_Juzoh_C.png
|caption=
|caption=
|name=5C
|name=5C
Line 120: Line 124:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P 15/1 S 14/0  
|damage=P 15/1 S 14/0  
|startup=10
|startup=11
|active=2  
|active=2  
|recovery=21  
|recovery=21  
Line 133: Line 137:
}}
}}
{{MoveData
{{MoveData
|image=LB2_Juzoh_f+C.jpg
|image=LB2_Juzoh_f+C.png
|caption="BIGGER BOOT!"
|caption="BIGGER BOOT!"
|name=6C
|name=6C
Line 139: Line 143:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P 24/3 S 19/0  
|damage=P 24/3 S 19/0  
|startup=10
|startup=11
|active=2  
|active=2  
|recovery=35  
|recovery=35  
Line 152: Line 156:
}}
}}
{{MoveData
{{MoveData
|image=LB2_Juzoh_pBC.jpg
|image=LB2_Juzoh_pBC.png
|caption=
|caption=
|name=BC(Power)
|name=BC(Power)
Line 158: Line 162:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=63  
|damage=63  
|startup=45~65
|startup=46~66
|active=2  
|active=2  
|recovery=44  
|recovery=44  
Line 171: Line 175:
}}
}}
{{MoveData
{{MoveData
|image=LB2_Juzoh_sBC.jpg
|image=LB2_Juzoh_sBC.png
|caption=Cool overhead! Too bad you don't get to use it.
|caption=Cool overhead! Too bad you don't get to use it.
|name=BC(Speed/EX)
|name=BC(Speed/EX)
Line 177: Line 181:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=16/0  
|damage=16/0  
|startup=22
|startup=23
|active=2  
|active=2  
|recovery=24  
|recovery=24  
Line 186: Line 190:
|cancel=×/×   
|cancel=×/×   
|tech=  
|tech=  
|description=A pretty fast overhead, that starts up slightly slower and recovers faster than 5B. You can land 63214B out of the crouching hit stagger, and can followup the launch with 63214A in the corner.
|description=A pretty fast overhead, that starts up slightly slower and recovers faster than 5B. You can land 63214B out of the crouching hit stagger (if your opponent is bad at mashing out, but it’s not guaranteed), and can followup the launch with 63214A in the corner.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Juzoh_sBC2.jpg
|image=LB2_Juzoh_sBC2.png
|caption=  
|caption=  
|name=BC(2)(Speed/EX)
|name=BC(2)(Speed/EX)
Line 196: Line 200:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=16/0  
|damage=16/0  
|startup=22
|startup=23
|active=1  
|active=1  
|recovery=24  
|recovery=24  
Line 209: Line 213:
}}
}}
{{MoveData
{{MoveData
|image=LB2_Juzoh_u+B.jpg
|image=LB2_Juzoh_u+B.png
|caption=Japanese Jumping Grapplers
|caption=Japanese Jumping Grapplers
|name=8B
|name=8B
Line 215: Line 219:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P 24 S 21  
|damage=P 24 S 21  
|startup=25
|startup=26
|active=1  
|active=1  
|recovery=32  
|recovery=32  
Line 225: Line 229:
|tech=  
|tech=  
|description=Hopping OTG move. Should always be done after a full command grab or headbutt.
|description=Hopping OTG move. Should always be done after a full command grab or headbutt.
}}
}}
=====Speed Chain=====
{{MoveData
|image=LB2_Juzoh_AA.png
|caption=
|name=A>A
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state=Low
|frame advantage=
|meter gain=
|guard=Mid
|cancel=○/○
|tech=
|description=
}}
}}
{{MoveData
|image=LB2_Juzoh_ABC.png
|caption=
|name=C of A>B>C
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state=Any
|frame advantage=
|meter gain=
|guard=Mid
|cancel=×/×
|tech=All
|description=-
}}
}}
}}
}}
Line 230: Line 274:
====Crouching====
====Crouching====
{{MoveData
{{MoveData
|image=LB2_Juzoh_2A.jpg
|image=LB2_Juzoh_2A.png
|caption=
|caption=
|name=2A
|name=2A
Line 236: Line 280:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P 15/1 S 13/0  
|damage=P 15/1 S 13/0  
|startup=10
|startup=11
|active=5  
|active=5  
|recovery=12  
|recovery=12  
Line 249: Line 293:
}}
}}
{{MoveData
{{MoveData
|image=LB2_Juzoh_2B.jpg
|image=LB2_Juzoh_2B.png
|caption=
|caption=
|name=2B
|name=2B
Line 255: Line 299:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P 28/3 S 23/0  
|damage=P 28/3 S 23/0  
|startup=19
|startup=20
|active=2  
|active=2  
|recovery=34  
|recovery=34  
Line 268: Line 312:
}}
}}
{{MoveData
{{MoveData
|image=LB2_Juzoh_2C.jpg
|image=LB2_Juzoh_2C.png
|caption=Hope you like your singular link.
|caption=Hope you like your singular link.
|name=2C
|name=2C
Line 274: Line 318:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P 15/1 S 14/0  
|damage=P 15/1 S 14/0  
|startup=2
|startup=3
|active=3  
|active=3  
|recovery=14  
|recovery=14  
Line 287: Line 331:
}}
}}
{{MoveData
{{MoveData
|image=LB2_Juzoh_3C.jpg
|image=LB2_Juzoh_3C.png
|caption=
|caption=
|name=3C
|name=3C
Line 293: Line 337:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P 26/3 S 21/0  
|damage=P 26/3 S 21/0  
|startup=9
|startup=10
|active=3  
|active=3  
|recovery=26  
|recovery=26  
Line 308: Line 352:
====Air====
====Air====
{{MoveData
{{MoveData
|image=LB2_Juzoh_jA.jpg
|image=LB2_Juzoh_jA.png
|caption=
|caption=
|name=jA
|name=jA
Line 314: Line 358:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P 15/1 S 11/0  
|damage=P 15/1 S 11/0  
|startup=3
|startup=4
|active=5  
|active=5  
|recovery=  
|recovery=  
Line 327: Line 371:
}}
}}
{{MoveData
{{MoveData
|image=LB2_Juzoh_jB.jpg
|image=LB2_Juzoh_jB.png
|caption=BONK
|caption=BONK
|name=jB
|name=jB
Line 333: Line 377:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P 26/3 S 13/0  
|damage=P 26/3 S 13/0  
|startup=13
|startup=14
|active=2  
|active=2  
|recovery=  
|recovery=  
Line 346: Line 390:
}}
}}
{{MoveData
{{MoveData
|image=LB2_Juzoh_jC.jpg
|image=LB2_Juzoh_jC.png
|caption=Crossups! Maybe.
|caption=Crossups! Maybe.
|name=jC
|name=jC
Line 352: Line 396:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P 15/1 S 11/0  
|damage=P 15/1 S 11/0  
|startup=3
|startup=4
|active=3  
|active=3  
|recovery=  
|recovery=  
Line 369: Line 413:
* '''8B''': Most reliable, probably what you'll be using the most. Tracks from anywhere on the screen for 24 damage.
* '''8B''': Most reliable, probably what you'll be using the most. Tracks from anywhere on the screen for 24 damage.
* '''5C''': Mostly useless. Outclassed by all of your other OTG options, as it's slow and does a measly 15 damage. Despite this it ''is'' your only guaranteed OTG after 236236AB.
* '''5C''': Mostly useless. Outclassed by all of your other OTG options, as it's slow and does a measly 15 damage. Despite this it ''is'' your only guaranteed OTG after 236236AB.
* '''Dash across/on top of opponent''': By far the funniest option you have, but definitely not the best. Does only 4 damage.
* '''Dash across/on top of opponent''': By far the funniest option you have, but definitely not the best. Does only 4 damage. On the plus side you are actionable immediately after making contact so you can jump back or over your opponent for some mind games if you wanted. Bonus style points if you end a round with this


==Special Moves==
==Special Moves==
'''Bopper''' - 236A/B
'''Bopper''' - 236A/B
{{MoveData
{{MoveData
|image=LB2_Juzoh_qcf+A.jpg
|image=LB2_Juzoh_qcf+A.png
|caption=Wish this knocked down.
|caption=Wish this knocked down.
|name=236A
|name=236A
Line 380: Line 424:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P 32(39)/4 S 28(35)/3(4)  
|damage=P 32(39)/4 S 28(35)/3(4)  
|startup=22
|startup=23
|active=2  
|active=2  
|recovery=35  
|recovery=35  
Line 389: Line 433:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Your main followup to a stray 5B or 2B. Doesn't knock down, but is good to tack on extra damage.
|description=* Juzoh hops forward, slams his club into the ground creating an explosion.
Your main followup to a stray 5B or 2B. Doesn't knock down, but is good to tack on extra damage.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Juzoh_qcf+B.jpg
|image=LB2_Juzoh_qcf+B.png
|caption=Wish this was faster.
|caption=Wish this was faster.
|name=236B
|name=236B
Line 399: Line 444:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P 35(41)/4(5) S 31(38)/3(4)  
|damage=P 35(41)/4(5) S 31(38)/3(4)  
|startup=29
|startup=30
|active=2  
|active=2  
|recovery=40  
|recovery=40  
Line 408: Line 453:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Cannot be combo'd into and knocks down. Useful as a gimmicky deflect bait or niche punish at best.
|description=* B version has a short hop delay and knocks down.
Cannot be combo'd into and knocks down. Useful as a gimmicky deflect bait or niche punish at best.
}}
}}
{{MoveData
|image=LB2_Juzoh_qcf+A(enhance).png
|caption=HAPPA DAI!
|name=236A/B (Random)
|data=
{{AttackData-LB2
|damage=P 39(41)/4(5) S 35(38)/3(4)
|startup=
|active=2
|recovery=40
|state=
|frame advantage=
|meter gain=
|guard=M
|cancel=
|tech=
|description=* There is a random chance an enhanced version of this move will come out instead; Juzoh appears with a stalk in his mouth, says a different voice clip, causing the attack to deal extra damage, as shown in the parenthesis.
}}
}}
}}
}}
* Juzoh hops forward, slams his club into the ground creating an explosion.
* B version has a short hop delay and knocks down.
* There is a random chance an enhanced version of this move will come out instead; Juzoh appears with a stalk in his mouth, says a different voice clip, causing the attack to deal extra damage, as shown in the parenthesis.


'''Rock Crusher''' - [6]4C/[1]3C
'''Rock Crusher''' - [6]4C/[1]3C
Line 500: Line 562:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A unique, armored run. Can be cancelled into deflect, both DM and SDM, and all special moves except for 63214B. The armor lasts until the run ends.
|description=A unique, armored run. Can be cancelled into deflect, both DM and SDM, and all special moves except for 63214B. The armor lasts until the run ends. The armor can be interrupted by lows.
}}
}}
}}
}}
Line 512: Line 574:
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P 30/3 S 26/3  
|damage=P 30/3 S 26/3  
|startup=32~82
|startup=33~83
|active=4  
|active=4  
|recovery=52  
|recovery=52  
Line 539: Line 601:


P 14+94 S 10+92
P 14+94 S 10+92
|startup=0
 
P 14+52 S 10+35
|startup=1
|active=1  
|active=1  
|recovery=43  
|recovery=43  
Line 548: Line 612:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=An anti air grab with multiple followups. The hitbox leaves something to be desired, but the damage is well worth it. The opponent can break out of it if they correctly guess the followup used by hitting A or B. The SDM ender is unique in that it can be done in both Power or Speed, and does not require a full bar of meter to perform; as long as you're below the health threshold, the SDM will be available.
|description=An anti air grab with multiple followups. The hitbox leaves something to be desired, but the damage is well worth it. The opponent can break out of it if they correctly guess the followup used by hitting A or B. The SDM ender is unique in that it can be done in both Power or Speed, and does not require a full bar of meter to perform, but will use any meter you have. As long as your health is below the threshold the SDM will be available.
}}
}}
* Follow up with '''Suritsubushi''' (236A)
* Follow up with '''Suritsubushi''' (236A)
* Follow up with '''Bokunaguri''' (236B)
* Follow up with '''Bokunaguri''' (236B)
* Follow up 236A with '''Ranmoku''' (6321463214AB); Unique DM
* Follow up 236A with '''Ranmoku''' (6321463214AB); Unique DM
* Follow up 6321463214AB with '''Chougeki Dou Ja''' (236236B); Unique SDM
* Follow up 6321463214AB with '''Chougeki Dou Ja''' (236B); Unique SDM
* Follow up damage is notated as follows: Initial slam + No Followup, 236A (4 hits), 236A(4)+DM, 236A(4)+DM+SDM, 236B
* Follow up damage is notated as follows: Initial slam + No Followup, 236A (4 hits), 236A(4)+DM, 236A(4)+DM+SDM, 236B
}}
}}


'''Hammer Whop''' - 63214B
'''Hammer Whop''' - 63214B
{{MoveData
{{MoveData
|image=LB2_Juzoh_hcb+B.jpg
|image=LB2_Juzoh_hcb+B.png
|caption=TONDEKEEEEE
|caption=TONDEKEEEEE
|name=63214B
|name=63214B
|image2=LB2_Juzoh_hcb+B,qcf+B.png
|caption2=63214B~236B
|image3=LB2_Juzoh_hcb+B,qcf+C.png
|caption3=63214B~236C
|image4=LB2_Juzoh_hcb+B,qcf+AB.png
|caption4=63214B~236AB
|data=
|data=
{{AttackData-LB2  
{{AttackData-LB2  
|damage=P 54/120 S 45/107  
|version=On whiff
|startup=0
|damage=P 54/120 S 45/107  
|active=1  
|startup=1
|recovery=43  
|active=1  
|state=  
|recovery=43  
|frame advantage=  
|state=  
|meter gain=  
|frame advantage=  
|guard=×  
|meter gain=  
|cancel=  
|guard=×  
|tech=  
|cancel=  
|description=Juzoh tosses the opponent sky high, setting himself up for the swing of a lifetime. All followups have increased damage the closer they are to the center of Juzoh's swing, with 236AB doing up to 50% on most characters when timed properly. 236B should always be followed with 236C, which can then be followed up with 8B, or 623B for an OTG if you're in the corner. This move can actually be cancelled into 63214A at any time, letting you either followup with that instead or go for a gimmicky reset by hitting the opponent with a normal.
|tech=  
}}
|description=Juzoh tosses the opponent sky high, setting himself up for the swing of a lifetime. All followups have increased damage the closer they are to the center of Juzoh's swing, with 236AB doing up to 50% on most characters when timed properly: finishing the super input 63-65f (36-38f after juzoh releases them) after grabbing is the window for max damage.  
}}
236B should always be followed with 236C, which can then be followed up with 8B, or 623B for an OTG if you're in the corner. This move can actually be cancelled into 63214A at any time, letting you either followup with that instead or go for a gimmicky reset by hitting the opponent with a normal.
* Follow up with '''Kattobashi''' (236B)
* Follow up with '''Kattobashi''' (236B)
* Follow up with '''Futtobashi''' (236C)
* Follow up with '''Futtobashi''' (236C)
* Follow up with '''Homerun!''' (236AB); Unique DM
* Follow up with '''Homerun!''' (236AB); Unique DM
* The damage on 236B and 236C is variable depending on swing timing. Damage listed is for the sweet spot on both 236B and 236AB.
* The damage on 236B and 236C is variable depending on swing timing. Damage listed is for the sweet spot on both 236B and 236AB.
}}
{{AttackData-LB2
|header=no
|version=236B
|damage=
|startup=1
|active=1
|recovery=43
|state=
|frame advantage=
|meter gain=
|guard=×
|cancel=
|tech=
|description= -
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Juzoh_hcb+B,qcf+B2.png|2nd hit
LB2_Juzoh_hcb+B,qcf+B3.png|3rd hit
LB2_Juzoh_hcb+B,qcf+B4.png|4th hit
LB2_Juzoh_hcb+B,qcf+B5.png|5th hit
</gallery>
}}
{{AttackData-LB2
|header=no
|version=236C
|damage=
|startup=1
|active=1
|recovery=43
|state=
|frame advantage=
|meter gain=
|guard=×
|cancel=
|tech=
|description= -
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Juzoh_hcb+B,qcf+C2.png|2nd hit
</gallery>
}}
{{AttackData-LB2
|header=no
|version=236AB
|damage=120,76
|startup=26
|active=2,1
|recovery=70
|state=
|frame advantage=
|meter gain=
|guard=×
|cancel=
|tech=
|description= Damage values for perfect hit and early hit. Juzoh is completely invincible during recovery except for the last frame
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Juzoh_hcb+B,qcf+AB2.png|2nd hit
</gallery> 
}}
}}


==Desperation Moves==
==Desperation Moves==
'''"Just Dandy" Invincible''' - qcf, qcf + AB
'''"Just Dandy" Invincible''' - 236236AB
{{MoveData
{{MoveData
|image=LB2_Juzoh_qcf+qcf+AB.png
|image=LB2_Juzoh_qcf+qcf+AB.png
|caption=
|caption=
|name=qcf+qcf+AB
|name=236236AB
|data=
|data=
{{AttackData-LB2  
{{AttackData-LB2  
Line 600: Line 729:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Juzoh leaps into the sky and comes crashing down with his club, being fully armored from startup until he hits the ground. Your only super that can be used in combos, whether in corner combos or off of super cancelling 623A.
|description=Juzoh leaps into the sky and comes crashing down with his club, being fully armored from startup until he hits the ground. Your only super that can be used in combos, whether in corner combos or off of super cancelling 623A. The armor can be interrupted by lows.
}}
}}
}}
}}


==Super Desperation Move==
==Super Desperation Move==
'''Ultra-Violent Eruption''' - qcf, qcf + B
'''Ultra-Violent Eruption''' - 236236B
{{MoveData
{{MoveData
|image=LB2_Juzoh_qcf+qcf+B.png
|image=LB2_Juzoh_qcf+qcf+B.png
|caption=
|caption=
|name=qcf+qcf+B
|name=236236B
|data=
|data=
{{AttackData-LB2  
{{AttackData-LB2  
|damage=  
|damage=134
|startup=  
|startup=33
|active=  
|active=  
|recovery=  
|recovery=  
Line 629: Line 758:
Juzoh as one would expect has very lacking combos. While they do hurt, he has few options for meaningful damage off of any non j.B normals.
Juzoh as one would expect has very lacking combos. While they do hurt, he has few options for meaningful damage off of any non j.B normals.
===Any Mode===
===Any Mode===
* 63214B 236B 236C, 8B
: Go-to command grab conversion.
* 63214B 236B 236C, 66 5C
: Because of the way damage scaling works, this will do more damage against Shigen/Juzoh than the above combo. Gives better oki.
* 63214B 236AB
: Primary command grab conversion with meter. Does over 50% if you hit the sweetspot.
* 63214B, 63214A xx 236A/B xx 6321463214AB xx 236236B
* 63214B, 63214A xx 236A/B xx 6321463214AB xx 236236B
: You can actually cancel 63214B into 63214A at any time. Not particularly useful, but it exists.
: You can actually cancel 63214B into 63214A at any time. Not particularly useful, but it exists.
* 63214B 236B 236C, 66(OTG)
: Gives up a significant amount of damage for potential 82 sideswitch oki. Still mostly a meme.
* 5B xx 236A
* 5B xx 236A
: Yes, this is all you get.
: Yes, this is all you get.
* j.B, 6C, 623A (OTG)
* j.B, 6C, 623A (OTG)
* j.B, 5b xx 236A
: Requires j.B to be done way closer to the ground than normal, but does more damage than the above combo and works at max range.
* 2C, 2C, 2C
* 2C, 2C, 2C
: Your only link combo. Pretty good all things considered, as its on your best mash button and also functions as a tick throw.
: Your only link combo. Pretty good all things considered, as its on your best mash button and also functions as a tick throw.
Line 642: Line 781:
* j.B, 6C xx 236B
* j.B, 6C xx 236B
: Trades consistency for slightly more damage and longer corner carry. Cannot be done with your back to the wall as the 6C sends them way too far to follow up.  
: Trades consistency for slightly more damage and longer corner carry. Cannot be done with your back to the wall as the 6C sends them way too far to follow up.  
* j.B, 6C xx 236C, 63214A xx 236A/B xx 6321463214AB xx 236236B
* j.B, 6C xx 236C, 63214A xx 236A/B xx 6321463214AB xx 236B
: Another 63214A combo. Trades consistency for much higher damage if you can correctly guess which followup to use.
: Another 63214A combo. Trades consistency for much higher damage if you can correctly guess which followup to use.
* 623A xx 236236AB
* 623A 236236AB
: An easy combo into DM, although it requires you to be practically point blank.
: An easy combo into DM, although it requires you to be practically point blank.
*6C 236236AB
: in a corner cancel immediately, from farther out delay the dm a bit. Does not work everywhere. Close to a corner you’ll get the snap effect on the dm, from farther out it’ll be a multi hit juggle.


====Corner only====
====Corner only====
Line 669: Line 810:


====Corner only====
====Corner only====
* 5B 5BC (launch), 63214A xx 236A/B xx 6321463214AB xx 236236B
* 5B 5BC (launch), 63214A xx 236A/B xx 6321463214AB xx 236B
* 5BC (launch), 5A xx 22A/B
* 5BC (launch), 5A xx 22A/B
: Not a combo, but an interesting gimmick setup. If they air tech the 5A you can easily snatch them with 63214A or 623B, or deflect their falling button. Otherwise they wake up directly into your fandango.
: Not a combo, but an interesting gimmick setup. If they air tech the 5A you can easily snatch them with 63214A or 623B, or deflect their falling button. Otherwise they wake up directly into your fandango.
* 5BC (stagger), 22A/B
* 5BC (stagger), 22A/B
: This however is a true combo. If you're in desperation, you can use the 6BC Fandango to combo into 63214A and its followups, or 236236AB. Strong, scary corner option.
: Technically this is fake but if your opponent isn’t good at mashing it can work. If you're in desperation, you can use the 6BC Fandango to combo into 63214A and its followups, or 236236AB. Still can be a strong, scary corner option.


===Super Speed Combos===
===Super Speed Combos===

Latest revision as of 22:03, 26 May 2024

Introduction

Juzoh is a powerhouse character focused around mixups and punishes. With phenomenal damage off of both of his DMs, his command grab, and his huge j.B, Juzoh can easily control the pace of the match when he gets in. The problem, however, is getting in. Juzoh is a big, slow target with few ways to mitigate fireballs or other space control tools, and has few quick buttons to mash out of pressure. This ultimately leads to Juzoh needing to take as many risks on defense as he does on offense, making his gameplan pretty shaky in practice. If you like high risk, high reward, and high amounts of salt, Juzoh is the character for you.

Strengths Weaknesses
  • Incredible punish game, can easily take off 50% with DM
  • Amazing j.B that lets him threaten opponents with a strong overhead and dangerous combos
  • Huge comeback potential
  • Commits hard on both offense and defense; almost no options are truly safe
  • Very poor conversions off of pokes and non j.B buttons
  • Getting into your optimal range can be difficult versus good players
Strengths Weaknesses
  • True low conversions help to round out your mixup game
  • 5BC is a strong threat, leading to free command grabs or high damage fandango resets
  • Huge drop-off in command grab and DM damage
  • Juzoh gains very little from Speed mode chains overall
Strengths Weaknesses
  • Faster 6B and 5BC along with full damage on your command grabs very nicely rounds out Juzoh's zoning capabilities
  • The best colors
  • Extra damage just isn't worth it
  • Makes your defense issues even worse, as Juzoh's larger health pool still doesn't make up for the damage increase

Normals

Standing

5A
Knock Knock
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.
P 15/1 S 8/0 8 5 15 - P +3/-7 S +3/-12 P 6/3 S 2/1 M P ○/○ S ○/○ -

Juzoh taps the opponent with the handle of his club. Decently fast, it can be used as a short range poke or to safely catch jumps.

4A
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.
P 15/1 S 8/0 8 4 17 - P +2/-13 S +2/-13 P 6/3 S 2/1 M P ○/○ S ○/○ -

An overall kind of useless normal. Outclassed by A in most every way given that 4A is slower with a worse hitbox.

5B
Practicing for those home runs.
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.
P 30/3 S 16/0 18 1 32 - P -4/-10 S -4/-24 P 8/4 S 3/1 M P ○/○ S ○/○ -

Now we're getting to the fun buttons. Juzoh takes a big swing with his club, with a suitably big hitbox to match. Cancellable and combos nicely into 236A.

6B
"Please get hit by this."
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.
P 50/6 S 23/0 P 26 S 16 2 30 - P -2/-13 S -2/-22 P 12/6 S 4/2 M P ×/× S ×/× -

BIG swing. Slow and unsafe, but the distance and damage are amazing, doing 1/4th the opponents health on counter hit. Decent at long range, not much else.

5C
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.
P 15/1 S 14/0 11 2 21 - P 0/-15 S 0/-15 P 6/3 S 3/1 M P ○/○ S ○/○ -

Pretty useless button. Slow, bad frame advantage, and outclassed by pretty much everything else. It's only notable aspect is it hits OTG, but you've got better options for that.

6C
"BIGGER BOOT!"
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.
P 24/3 S 19/0 11 2 35 - P KD/-28 S KD/-28 P 8/4 S 3/1 M P ○/○ S ×/× -

Big ol' kick. Cancellable in power, and an important combo tool. Can be combo'd off of a jump-in jB, letting you get a knockdown from anywhere on the screen.

BC(Power)
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.
63 46~66 2 44 - KD 12 × ×/× -

Unblockable. Not super useful for the same reason as most other unblockables, but it's decently fast. Might be able to hit someone with it once.

BC(Speed/EX)
Cool overhead! Too bad you don't get to use it.
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.
16/0 23 2 24 - -20 3/1 H ×/× -

A pretty fast overhead, that starts up slightly slower and recovers faster than 5B. You can land 63214B out of the crouching hit stagger (if your opponent is bad at mashing out, but it’s not guaranteed), and can followup the launch with 63214A in the corner.

BC(2)(Speed/EX)
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.
16/0 23 1 24 - -19 3/1 H ×/× -

Second hitbox of sBC. When hitting with this hitbox in particular, you are -19 instead of -20.

8B
Japanese Jumping Grapplers
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.
P 24 S 21 26 1 32 - - P 2 S 1 × ×/× -

Hopping OTG move. Should always be done after a full command grab or headbutt.

Speed Chain
A>A
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.
- - - - Low - - Mid ○/○ -
C of A>B>C
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.
- - - - Any - - Mid ×/× All

-

Crouching

2A
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.
P 15/1 S 13/0 11 5 12 - P +6/-9 S +6/-9 P 6/3 S 3/1 M P ○/○ S ○/○ -

Pretty wack button. Slow and can't combo into anything.

2B
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.
P 28/3 S 23/0 20 2 34 - P -7/-10 S -7/-27 P 8/4 S 4/2 M P ○/○ S ○/○ -

Slightly longer, lower to the ground 5B. Not terribly useful, but not bad.

2C
Hope you like your singular link.
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.
P 15/1 S 14/0 3 3 14 - P +6/-9 S +6/-9 P 6/3 S 3/1 L P ○/○ S ○/○ -

Your best crouching button by far. A super fast 2 frames of startup, low hitting, and can be linked into itself a maximum of 3 times.

3C
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.
P 26/3 S 21/0 10 3 26 - P KD/-20 S KD/-20 P 8/4 S 3/1 L P ○/○ S ○/○ -

Regular old sweep. Your only low hitting knockdown.

Air

jA
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.
P 15/1 S 11/0 4 5 - - - P 6/3 S 3/1 H P ×/× S ×/× -

Mostly used for an air to air.

jB
BONK
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.
P 26/3 S 13/0 14 2 - - - P 8/4 S 3/1 H P ×/× S ×/× -

Your best normal, bar none. Quick to start up, great damage, great combo opportunities. Your number 1 high, and an amazing pressure tool when used during a hop.

jC
Crossups! Maybe.
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.
P 15/1 S 11/0 4 3 - - - P 6/3 S 3/1 H P ×/× S ×/× -

Another good air to air. Best used when they're jumping up at you, and you don't have time for jB. This can actually cross up if you hit it deep enough, so have fun with that.

Ground Hits/OTGs

  • 623A/B: Least use cases, but best damage. Your go-to on a corner command grab. 623A does 26 damage, 623B does 30.
  • 8B: Most reliable, probably what you'll be using the most. Tracks from anywhere on the screen for 24 damage.
  • 5C: Mostly useless. Outclassed by all of your other OTG options, as it's slow and does a measly 15 damage. Despite this it is your only guaranteed OTG after 236236AB.
  • Dash across/on top of opponent: By far the funniest option you have, but definitely not the best. Does only 4 damage. On the plus side you are actionable immediately after making contact so you can jump back or over your opponent for some mind games if you wanted. Bonus style points if you end a round with this

Special Moves

Bopper - 236A/B

236A
Wish this knocked down.
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.
P 32(39)/4 S 28(35)/3(4) 23 2 35 - -8/-28 - M - -
  • Juzoh hops forward, slams his club into the ground creating an explosion.

Your main followup to a stray 5B or 2B. Doesn't knock down, but is good to tack on extra damage.

236B
Wish this was faster.
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.
P 35(41)/4(5) S 31(38)/3(4) 30 2 40 - KD/-32 - M - -
  • B version has a short hop delay and knocks down.

Cannot be combo'd into and knocks down. Useful as a gimmicky deflect bait or niche punish at best.

236A/B (Random)
HAPPA DAI!
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.
P 39(41)/4(5) S 35(38)/3(4) - 2 40 - - - M - -
  • There is a random chance an enhanced version of this move will come out instead; Juzoh appears with a stalk in his mouth, says a different voice clip, causing the attack to deal extra damage, as shown in the parenthesis.

Rock Crusher - [6]4C/[1]3C

[6]4C/[1]3C
This isn't what they meant when they said "use your head"
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.
P 70 S 33+11+11, 57 - - - - KD - × - -

A pretty strange gimmick, but a decent one. Does a gigantic chunk of damage, and you can even followup with the 8B OTG afterwards. The Speed version can be combo'd into from 2C. It can actually be charged in two ways; [6]4 and [1]3. Note that for the latter method, you must end on 3.

  • Juzoh leans back to deliver a headbutt
  • Unblockable in Power Mode
  • Follow up with Tetsu Atama (236C)(x3) in Speed Mode
  • Tetsu Atama is three additional headbutt's, the last of which is unblockable

Violent Quake - 623A/B

623A
Hurray! Super combos!
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.
P 26,(13)/3(1) S 23,(11)/2(1) - - - - - - M - -

Can be super cancelled, but you have to be very close to get it to combo. Doesn't have the same "snap" effect as 623B

623B
Hurray! Functional anti air!
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.
P 30,(15)/3(1) S 31,(14)/3(1) - - - - - - M - -

A fairly decent anti air tool, since it "snaps" opponents in when they get near the hitbox. Preferred when you don't have the spacing to use 63214A or an air normal.

  • A version is stationary, B version hops forwards.
  • If either version is cancelled into from 236C, both versions will gain extra forward momentum.
  • Both versions have invisible grounded hitboxes that will knock down at range. The damage for these hitboxes is notated in parenthesis.

Yasegaman - 236+C

236C
Hammerfall?
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 unique, armored run. Can be cancelled into deflect, both DM and SDM, and all special moves except for 63214B. The armor lasts until the run ends. The armor can be interrupted by lows.

Mozuhana - 214+C

214C
Juzoh actually has an allergic reaction to being good.
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.
P 30/3 S 26/3 33~83 4 52 - KD/-45 - M - -

Short range, chargeable sneeze. Only good for a joke. Poor range, super slow, and super unsafe on block.


Pile Drive Burial - 63214A

63214A
I'M the only one spamming jump normals around here, bub.
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.
P 14+18 S 10+10

P 14+39 S 10+24

P 14+73 S 10+68

P 14+94 S 10+92

P 14+52 S 10+35

1 1 43 - - - × - -

An anti air grab with multiple followups. The hitbox leaves something to be desired, but the damage is well worth it. The opponent can break out of it if they correctly guess the followup used by hitting A or B. The SDM ender is unique in that it can be done in both Power or Speed, and does not require a full bar of meter to perform, but will use any meter you have. As long as your health is below the threshold the SDM will be available.

  • Follow up with Suritsubushi (236A)
  • Follow up with Bokunaguri (236B)
  • Follow up 236A with Ranmoku (6321463214AB); Unique DM
  • Follow up 6321463214AB with Chougeki Dou Ja (236B); Unique SDM
  • Follow up damage is notated as follows: Initial slam + No Followup, 236A (4 hits), 236A(4)+DM, 236A(4)+DM+SDM, 236B

Hammer Whop - 63214B

63214B
TONDEKEEEEE
63214B~236B
63214B~236C
63214B~236AB
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.
On whiff P 54/120 S 45/107 1 1 43 - - - × - -

Juzoh tosses the opponent sky high, setting himself up for the swing of a lifetime. All followups have increased damage the closer they are to the center of Juzoh's swing, with 236AB doing up to 50% on most characters when timed properly: finishing the super input 63-65f (36-38f after juzoh releases them) after grabbing is the window for max damage. 236B should always be followed with 236C, which can then be followed up with 8B, or 623B for an OTG if you're in the corner. This move can actually be cancelled into 63214A at any time, letting you either followup with that instead or go for a gimmicky reset by hitting the opponent with a normal.

  • Follow up with Kattobashi (236B)
  • Follow up with Futtobashi (236C)
  • Follow up with Homerun! (236AB); Unique DM
  • The damage on 236B and 236C is variable depending on swing timing. Damage listed is for the sweet spot on both 236B and 236AB.
236B - 1 1 43 - - - × - -

-

236C - 1 1 43 - - - × - -

-

236AB 120,76 26 2,1 70 - - - × - -

Damage values for perfect hit and early hit. Juzoh is completely invincible during recovery except for the last frame

Desperation Moves

"Just Dandy" Invincible - 236236AB

236236AB
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.
112 - - - - - - - - -

Juzoh leaps into the sky and comes crashing down with his club, being fully armored from startup until he hits the ground. Your only super that can be used in combos, whether in corner combos or off of super cancelling 623A. The armor can be interrupted by lows.

Super Desperation Move

Ultra-Violent Eruption - 236236B

236236B
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.
134 33 - - - - - - - -

Juzoh attacks with a headbutt, then launches opponent into the air, and slams the club into the ground, exploding it and the opponent. This super is only guaranteed off of instantly cancelling a deflect; it's too slow to be used in combos at all. It does come with some handy super armor, though.

Combos

Juzoh as one would expect has very lacking combos. While they do hurt, he has few options for meaningful damage off of any non j.B normals.

Any Mode

  • 63214B 236B 236C, 8B
Go-to command grab conversion.
  • 63214B 236B 236C, 66 5C
Because of the way damage scaling works, this will do more damage against Shigen/Juzoh than the above combo. Gives better oki.
  • 63214B 236AB
Primary command grab conversion with meter. Does over 50% if you hit the sweetspot.
  • 63214B, 63214A xx 236A/B xx 6321463214AB xx 236236B
You can actually cancel 63214B into 63214A at any time. Not particularly useful, but it exists.
  • 63214B 236B 236C, 66(OTG)
Gives up a significant amount of damage for potential 82 sideswitch oki. Still mostly a meme.
  • 5B xx 236A
Yes, this is all you get.
  • j.B, 6C, 623A (OTG)
  • j.B, 5b xx 236A
Requires j.B to be done way closer to the ground than normal, but does more damage than the above combo and works at max range.
  • 2C, 2C, 2C
Your only link combo. Pretty good all things considered, as its on your best mash button and also functions as a tick throw.

Power Mode Only

  • j.B, 6C xx 236C, 623B
Great way to squeeze out extra corner carry and damage from a stray j.B
  • j.B, 6C xx 236B
Trades consistency for slightly more damage and longer corner carry. Cannot be done with your back to the wall as the 6C sends them way too far to follow up.
  • j.B, 6C xx 236C, 63214A xx 236A/B xx 6321463214AB xx 236B
Another 63214A combo. Trades consistency for much higher damage if you can correctly guess which followup to use.
  • 623A 236236AB
An easy combo into DM, although it requires you to be practically point blank.
  • 6C 236236AB
in a corner cancel immediately, from farther out delay the dm a bit. Does not work everywhere. Close to a corner you’ll get the snap effect on the dm, from farther out it’ll be a multi hit juggle.

Corner only

  • j.B, 6C xx 236236AB
Another kind of finnicky DM combo. Requires you to still be pretty close.
  • j.B, 6C xx [6]4C
Your absolute best corner combo. Hits like a truck.

EX Mode Only

Juzoh gains nothing unique in EX mode. All non 6C combos from Power, and all combos from Speed are possible.

Speed Mode Only

  • 2C, 2C xx [1]3C, 236C 236C
Because of the differences in Speed headbutts, you can get a real combo off of 2C. You can choose to do another 236C to try and catch them with the unblockable, but it's not recommended.
  • 66A/B 5B xx 236A
Decent damage off of a running button.
  • 5BC (stagger), 66 63214B
Very nice, easy conversion off of an overhead stagger.
  • 5BC (stagger), 5A 5B xx 236A
If you aren't confident in your dashing skills or just can't find the timing, this works easily.
  • 5BC (launch), 8B


Corner only

  • 5B 5BC (launch), 63214A xx 236A/B xx 6321463214AB xx 236B
  • 5BC (launch), 5A xx 22A/B
Not a combo, but an interesting gimmick setup. If they air tech the 5A you can easily snatch them with 63214A or 623B, or deflect their falling button. Otherwise they wake up directly into your fandango.
  • 5BC (stagger), 22A/B
Technically this is fake but if your opponent isn’t good at mashing it can work. If you're in desperation, you can use the 6BC Fandango to combo into 63214A and its followups, or 236236AB. Still can be a strong, scary corner option.

Super Speed Combos

A + B + C + A + B + C + A + B + 236C
A + B + C + A + B + C + C + 236B
A + B + C + 2C + 2C + 6BC
A + B + C + 2C + BC + 236B
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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