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

The Last Blade 2/Rekka Lee: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Dracula X (talk | contribs)
Dracula X (talk | contribs)
 
(70 intermediate revisions by 4 users not shown)
Line 1: Line 1:
[[File:lee-recca121.gif|right|frame]]
[[File:lee-recca121.gif|right|frame]]
==Overview==
Sporting an array of fast, safe normals at close range and a wide variety of effective hitconfirms, Lee is an aggressive rushdown character who thrives in the opponent's face. In addition to his incredible frame data, Lee has access to an invincible stance and some deceptively long pokes that can allow him to force the opponent to whiff buttons and punish them with ease. Though he lacks a traditional set of zoning tools, Lee can more than make up for it by cheating his way around most common zoning methods with evasive hurtboxes and incredible mobility to ensure he finds an opportunity to begin his terrifying offense. If you're looking for a character with access to explosive robbery potential without giving up the option to patiently watch the opponent dig their own grave, Lee has you covered.
<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=
* Invincible stance forces opponents to play at your pace
* Hitconfirms off almost everything, ensuring that any stray hit leads to oki
* Safe and varied offense that can easily be reset for minimal risk
* Incredibly fast startup on mid-range pokes/counter-pokes
* Has access to the only truly invincible reversal in the game, letting him escape pressure at any time with a read
* High stun potential, turning his above average damage into potential 2-hit kill sequences
|cons=
* Lacks notable disjoints
* No ways to safely build chip, often forcing Lee to take big risks after losing lifelead
* Over-reliance on whiff punishing in neutral, leading to dedicated zoners being able to keep him at bay with low recovery disjoints
* Unlike other power characters, Lee lacks any rebounding normals. This leads to him being abnormally easy to guard cancel against.
* All of Lee’s wake up animations (except neutral wake up from being facedown) make him airborne for a few frames. If your opponent has an air throw they can grab you here and loop this indefinitely. True for all modes. 
}}</div>
<div id="movelist-2" class="movelist"><!-- Speed-->
{{ProConTable
|pros=
* Invincible stance forces opponents to play at your pace
* Even better hitconfirms than power mode, letting most hits lead to full combo
* Safe and varied offense that can easily be reset for minimal risk, uniquely accentuated by air chains
* Incredibly fast startup on mid-range pokes/counter-pokes, often boasting whiff cancels for good measure
* Has access to the only truly invincible reversal in the game, letting him escape pressure at any time with a read
|cons=
* Lacks notable disjoints, and loses trades easily
* No ways to safely build chip, often forcing Lee to take big risks after losing lifelead
* Over-reliance on whiff punishing in neutral, leading to dedicated zoners being able to keep him at bay with low recovery disjoints
}}</div>
<div id="movelist-3" class="movelist"><!-- EX -->
{{ProConTable
|pros=
* Same strengths as speed, with slightly higher damage output and access to his phenomenal SDM
|cons=
* Same weaknesses as speed
* Defense penalty makes trades even worse}}
</div>


==Normals==
==Normals==
Line 11: Line 56:
|version=Power
|version=Power
|damage= 12/1
|damage= 12/1
|startup= 4
|startup= 5
|active= 4
|active= 4
|recovery= 17
|recovery= 17
Line 25: Line 70:
|version=Speed
|version=Speed
|damage= 8/0
|damage= 8/0
|startup= 4
|startup= 5
|active= 4
|active= 4
|recovery= 17
|recovery= 17
Line 46: Line 91:
|version=Power
|version=Power
|damage= 12/1
|damage= 12/1
|startup= 3
|startup= 4
|active= 2
|active= 2
|recovery= 8
|recovery= 8
Line 60: Line 105:
|version=Speed
|version=Speed
|damage= 8/0
|damage= 8/0
|startup= 3
|startup= 4
|active= 2
|active= 2
|recovery= 8
|recovery= 8
Line 69: Line 114:
|cancel= o/o
|cancel= o/o
|tech= Air
|tech= Air
|description=A fast jab that's safe on block even when switch guarded. Leads to full combo and whiffs very quickly, making it a useful button to throw out at closer ranges. Lacks any sort of disjoint, so this button will almost always get beaten at midrange.
|description=A fast jab that's safe on block vs strikes even when switch guarded, throws can technically punish it, though pushback makes this unlikely. Leads to full combo and whiffs very quickly, making it a useful button to throw out at closer ranges. Lacks any sort of disjoint, so this button will almost always get beaten at midrange.
  }}
  }}
}}
}}
Line 81: Line 126:
|version=Power
|version=Power
|damage= 26/3
|damage= 26/3
|startup= 3
|startup= 4
|active= 1
|active= 1
|recovery= 21
|recovery= 21
Line 95: Line 140:
|version=Speed
|version=Speed
|damage= 16/0
|damage= 16/0
|startup= 3
|startup= 4
|active= 1
|active= 1
|recovery= 21
|recovery= 21
Line 104: Line 149:
|cancel= o/o
|cancel= o/o
|tech= Air
|tech= Air
|description=A kick with a lot of range for its startup. Not advisable to throw out haphazardly as it will lose to many crouching normals and can be easily whiff punished, but if the opponent is in range this move will enable a wide array of frame traps. Generally your best button to escape pressure with, as it can confirm a hard knockdown consistently at range despite being tied as your fastest hitting normal.
|description=A kick with a lot of range for its startup. Not advisable to throw out haphazardly as it will lose to many crouching normals and can be easily whiff punished, but if the opponent is in range this move will enable a wide array of frame traps. Generally your best button to escape pressure with, as it can confirm a hard knockdown consistently at range despite being tied as your fastest hitting normal.
*Apparently Lee needed the ability to Kara cancel normals. This move can be wiff canceled into B+C and 3C in speed/ex. In all modes it can wiff cancel into any special/dm/sdm (minus A+B dodge). Also if you use this in a chain combo in speed/ex as 5A>5B>5C and wiff cancel the 5B into 5C, the 5C that comes out can also be wiff cancelled.  
  }}
  }}
}}
}}
Line 117: Line 163:
|version=Power
|version=Power
|damage= 26+28/3+3
|damage= 26+28/3+3
|startup= 11
|startup= 12
|active= 2-[15]-8
|active= 2-[15]-8
|recovery= 22
|recovery= 22
Line 131: Line 177:
|version=Speed
|version=Speed
|damage= 14+16/0+0
|damage= 14+16/0+0
|startup= 6
|startup= 7
|active= 2-[15]-8
|active= 2-[15]-8
|recovery= 22
|recovery= 22
Line 152: Line 198:
|version=Power
|version=Power
|damage= 26/3
|damage= 26/3
|startup= 10
|startup= 11
|active= 2
|active= 2
|recovery= 17
|recovery= 17
Line 166: Line 212:
|version=Speed
|version=Speed
|damage= 16/0
|damage= 16/0
|startup= 10
|startup= 11
|active= 2
|active= 2
|recovery= 17
|recovery= 17
Line 175: Line 221:
|cancel=o/o  
|cancel=o/o  
|tech= N/A
|tech= N/A
|description=Hits OTG. Provides more frame advantage and better spacing compared to 8c, while also being consistently safe on hit in all matchups. As such it's often your preferred otg from rekka unless you're optimizing damage to end the round.
|description=Hits OTG. Provides more frame advantage and better spacing compared to 8c, while also being consistently safe on hit in all matchups. As such it's often your preferred otg from rekka unless you're optimizing damage to end the round. Combos in speed/ex in a chain after standing B if you wanted to do that for some reason
  }}
  }}
}}
}}
Line 187: Line 233:
|version=Power
|version=Power
|damage= 19/2
|damage= 19/2
|startup= 7
|startup= 8
|active= 3
|active= 3
|recovery= 24
|recovery= 24
Line 201: Line 247:
|version=Speed
|version=Speed
|damage= 16/0
|damage= 16/0
|startup= 7
|startup= 8
|active= 3
|active= 3
|recovery= 24
|recovery= 24
Line 210: Line 256:
|cancel= x/x
|cancel= x/x
|tech= None
|tech= None
|description=A decently ranged kick that leads to wallbounce on hit. Special cancelable in power, and by far your most consistent super confirm as it launches.
|description=A decently ranged kick that leads to wallbounce on hit. Special cancelable in power, and by far your most consistent super confirm as it launches. To use it in chain combos you need to input it as 9C after a B attack (due to lee’s extra attacks tied to the C button)
  }}
  }}
}}
}}
Line 221: Line 267:
  {{AttackData-LB2
  {{AttackData-LB2
|damage= 61
|damage= 61
|startup= 51-71
|startup= 52~72
|active= 2
|active= 2
|recovery= 38
|recovery= 38
Line 241: Line 287:
  {{AttackData-LB2
  {{AttackData-LB2
|damage= 19/0
|damage= 19/0
|startup= 22
|startup= 23
|active= 1
|active= 1
|recovery= 25
|recovery= 25
Line 250: Line 296:
|cancel= x/x
|cancel= x/x
|tech= Ground/Air
|tech= Ground/Air
|description=An overhead which causes a stagger against crouching opponents or will otherwise launch. Can be find sparing use as a mixup. Despite its strong hitbox, this move does not make for a good anti-air due to long startup and nonexistent active frames.
|description=An overhead which causes a stagger against crouching opponents or will otherwise launch. Can be find sparing use as a mixup. Despite its strong hitbox, this move does not make for a good anti-air due to long startup and nonexistent active frames. It can cancel A and B normals (minus 6B) in speed/ex but it cannot be combod into.  
  }}
  }}
}}
}}
Line 261: Line 307:
  {{AttackData-LB2
  {{AttackData-LB2
|damage= 21
|damage= 21
|startup= 24
|startup= 25
|active= 4
|active= 4
|recovery= 47
|recovery= 47
Line 283: Line 329:
|version=Power
|version=Power
|damage= 12/1
|damage= 12/1
|startup= 3
|startup= 4
|active= 1
|active= 1
|recovery= 19
|recovery= 19
Line 297: Line 343:
|version=Speed
|version=Speed
|damage= 9/0
|damage= 9/0
|startup= 3
|startup= 4
|active= 1
|active= 1
|recovery= 19
|recovery= 19
Line 312: Line 358:
{{MoveData
{{MoveData
|image=LB2_Lee_d+B.png
|image=LB2_Lee_d+B.png
|caption=Text
|caption=
|name=2B
|name=2B
|data=
|data=
Line 318: Line 364:
|version=Power
|version=Power
|damage= 21/2
|damage= 21/2
|startup= 6
|startup= 7
|active= 4
|active= 4
|recovery= 20
|recovery= 20
Line 332: Line 378:
|version=Speed
|version=Speed
|damage= 19/0
|damage= 19/0
|startup= 6
|startup= 7
|active= 4
|active= 4
|recovery= 20
|recovery= 20
Line 341: Line 387:
|cancel= o/o
|cancel= o/o
|tech= N/A
|tech= N/A
|description=Slow, decently ranged low that's minus on hit.
|description=Slow, decently ranged low that's minus on hit. In speed/ex mode this can be whiff cancelled with 3C, BC, and any special/dm/sdm
  }}
  }}
}}
}}
Line 353: Line 399:
|version=Power
|version=Power
|damage= 13/1
|damage= 13/1
|startup= 3
|startup= 4
|active= 2
|active= 2
|recovery= 15
|recovery= 15
Line 367: Line 413:
|version=Speed
|version=Speed
|damage= 11/0
|damage= 11/0
|startup= 3
|startup= 4
|active= 2
|active= 2
|recovery= 15
|recovery= 15
Line 376: Line 422:
|cancel= o/o
|cancel= o/o
|tech= N/A
|tech= N/A
|description=Lee's most commonly used low, comes out quickly with good range while canceling into itself for easy hitconfirms. Also serves as your primary combo starter.
|description=Lee's most commonly used low, comes out quickly with good range while canceling into itself for easy hitconfirms. Also serves as your primary combo starter and punish button on the ground. At the fastest timing there is a 2f gap between 2c's, making it impossible for the opponent to interrupt with a normal. Deflecting is technically possibly here, but is very difficult to do.  
  }}
  }}
}}
}}
Line 382: Line 428:
{{MoveData
{{MoveData
|image=LB2_Lee_df+C.png
|image=LB2_Lee_df+C.png
|caption=Text
|caption=Bigger than it looks
|name=3C
|name=3C
|data=
|data=
Line 388: Line 434:
|version=Power
|version=Power
|damage= 24/3
|damage= 24/3
|startup= 4
|startup= 5
|active= 2
|active= 2
|recovery= 20
|recovery= 20
Line 402: Line 448:
|version=Speed
|version=Speed
|damage= 16/0
|damage= 16/0
|startup= 4
|startup= 5
|active= 2
|active= 2
|recovery= 20
|recovery= 20
Line 424: Line 470:
|version=Power
|version=Power
|damage= 12/1
|damage= 12/1
|startup= 3
|startup= 4
|active= 16
|active= 16
|recovery= N/A
|recovery= N/A
Line 438: Line 484:
|version=Speed
|version=Speed
|damage= 10/0
|damage= 10/0
|startup= 3
|startup= 4
|active= 16
|active= 16
|recovery= N/A
|recovery= N/A
Line 447: Line 493:
|cancel= o/o
|cancel= o/o
|tech= Air
|tech= Air
|description=One of the most active jump-ins in the game. Sees sparing use due to a stubby hitbox and being generally outclassed by j.C.
|description=One of the most active jumping normals in the game. Sees sparing use due to a stubby hitbox and being generally outclassed by j.C.
*By pressing A+C simultaneously, Lee can cancel jumping normals into j.a, even from j.a itself! This works in speed/ex. Due to the numerous infinites and ludicrous pressure extensions this enables, using this technique is universally banned in tournaments and considered incredibly bad manners in casual matches.
  }}
  }}
}}
}}
Line 462: Line 509:
|version=Power
|version=Power
|damage= 6+27/0+3
|damage= 6+27/0+3
|startup= 7
|startup= 8
|active= 2-2
|active= 2-2
|recovery= N/A
|recovery= N/A
Line 476: Line 523:
|version=Speed
|version=Speed
|damage= 4+13/0+0
|damage= 4+13/0+0
|startup= 7
|startup= 8
|active= 2-2
|active= 2-2
|recovery= N/A
|recovery= N/A
Line 485: Line 532:
|cancel= o/o
|cancel= o/o
|tech= Air
|tech= Air
|description=A multihit jump in. Both hits have fairly low priority, and are prone to uncombo unless you're jumping in. The high damage on the second hit can make this move a viable stun conversion in power. Realistically one of the hits is going to whiff on a crouching opponent, however its status as a double overhead can make it an effective fuzzy guard crush.
|description=A multihit jump in. Both hits have fairly low priority, and are prone to uncombo unless you're jumping in. The high damage on the second hit can make this move a viable stun conversion in power. Realistically one of the hits is going to whiff on a crouching opponent, however its status as a double overhead can make it an effective fuzzy guard crush. 2nd hit box can cross up.
  }}
  }}
}}
}}
Line 497: Line 544:
|version=Power
|version=Power
|damage= 12/1
|damage= 12/1
|startup= 3
|startup= 4
|active= 12
|active= 12
|recovery= N/A
|recovery= N/A
Line 511: Line 558:
|version=Speed
|version=Speed
|damage= 10/0
|damage= 10/0
|startup= 3
|startup= 4
|active= 12
|active= 12
|recovery= N/A
|recovery= N/A
Line 534: Line 581:
|version=Power
|version=Power
|damage= 26/3
|damage= 26/3
|startup= 6
|startup= 8
|active= 3
|active= 3
|recovery= 31
|recovery= 31
Line 548: Line 595:
|version=Speed
|version=Speed
|damage= 19/0
|damage= 19/0
|startup= 6
|startup= 7
|active= 3
|active= 3
|recovery= 31
|recovery= 31
Line 557: Line 604:
|cancel= o/o
|cancel= o/o
|tech= Air
|tech= Air
|description= Comes out quickly once you have dashed far enough to gain access to it. Unsafe on block and even on hit against some characters, as such you probably shouldn't use this outside of speed where it can start chains.
|description= Comes out quickly once you have dashed far enough to gain access to it. Unsafe on block and even on hit against some characters (if not canceled into anything), as such you probably shouldn't use this outside of speed where it can start chains.
  }}
  }}
}}
}}
Line 569: Line 616:
|version=Power
|version=Power
|damage= 26/3
|damage= 26/3
|startup= 5
|startup= 6
|active= 14
|active= 14
|recovery= 23
|recovery= 23
Line 583: Line 630:
|version=Speed
|version=Speed
|damage= 19/0
|damage= 19/0
|startup= 5
|startup= 6
|active= 14
|active= 14
|recovery= 23
|recovery= 23
Line 604: Line 651:
  {{AttackData-LB2
  {{AttackData-LB2
|damage= 8/0
|damage= 8/0
|startup= 5
|startup= 6
|active= 1
|active= 1
|recovery= 21
|recovery= 21
Line 613: Line 660:
|cancel= o/o
|cancel= o/o
|tech= Air
|tech= Air
|description=Combo filler.
|description=Combo filler. Moves Lee forward slightly.  
  }}
  }}
}}
}}
Line 624: Line 671:
  {{AttackData-LB2
  {{AttackData-LB2
|damage= 24/0
|damage= 24/0
|startup= 14
|startup= 15
|active= 2
|active= 2
|recovery= 20
|recovery= 20
Line 633: Line 680:
|cancel= x/x
|cancel= x/x
|tech= Air
|tech= Air
|description=Lee's autocombo ender. Doesn't really lead to anything and using this completely undermines his incredible combo potential.
|description=Lee's autocombo ender. Doesn't really lead to anything and using this completely undermines his incredible combo potential. When used as an auto combo after a 5B whiff this move becomes whiff cancelable itself.
  Lee can chain on whiff and this is a good hitbox, might have some unexplored applications in neutral?
  Lee can chain on whiff and this is a good hitbox, might have some unexplored applications in neutral?
  }}
  }}
Line 656: Line 703:
|cancel=  
|cancel=  
|tech= Air-Ground-None
|tech= Air-Ground-None
|description=Serving as a rekka function that can be easily combo'd into, this move does a very solid chunk of damage while leading to a hard knockdown if all 3 phases are allowed to play out. The second portion of the rekka will cause a soft knockdown but keep the opponent very close, allowing for additional oki options. Incredibly unsafe on block and doesn't have very useful applications in neutral, so this move is relegated as a combo ender. Note that the first portion of the rekka hitting an air born opponent will not allow for the follow ups to be performed, making the move useless for juggles.
|description=Serving as a rekka function that can be easily combo'd into, this move does a very solid chunk of damage while leading to a hard knockdown if all 3 phases are allowed to play out. The second portion of the rekka will cause a soft knockdown but keep the opponent very close, allowing for additional oki options. Incredibly unsafe on block and doesn't have very useful applications in neutral, so this move is relegated as a combo ender. Note that the first portion of the rekka hitting an air born opponent will not allow for the follow ups to be performed, making the move useless for juggles in most cases. An exception to this is canceling a 6C in power mode, if the first hit whiffs but the rest connect it can juggle.  
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show followup" data-collapsetext="hide followup">
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show followup" data-collapsetext="hide followup">
LB2_Lee_qcb+C2.png|2nd hit
LB2_Lee_qcb+C2.png|2nd hit
Line 696: Line 743:
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup= 3
|startup= 4
|active=  
|active=  
|recovery=  
|recovery=  
Line 705: Line 752:
|cancel=  
|cancel=  
|tech= Air-None
|tech= Air-None
|description= Lee rises and swings his fans creating a fiery attack. Lee's go-to anti-air; this move has a massive hitbox, enables your setplay on hit, and comes with invincibility during its startup to boot. Has a follow up with 2B that will cause a knockdown so you can go for oki. Serves as one of the game's incredibly rare true reversals, as it will at worst trade with any meaty attempted at close range. Thanks to charge partitioning, it can even be buffered out of an AB stance.
|description= Lee rises and swings his fans creating a fiery attack. Lee's go-to anti-air; this move has a massive hitbox, enables your setplay on hit, and comes with invincibility during its startup to boot. Has a follow up with 2B that will cause a knockdown so you can go for oki. Serves as one of the game's incredibly rare true reversals, as it will at worst trade with any meaty attempted at close range. Thanks to charge partitioning and a relatively short charge time it can even be buffered out of an AB stance or a dash


Behaves strangely with the game's input priority due to command overlap with jump. When performed raw rather than being buffered, this move effectively becomes 6f startup with the first three frames being completely vulnerable as the move is unable to interrupt pre-jump frames. To work around this, one can attempt the input [2]B8. If 8 is input the frame after B is pressed the game will register a successful flash kick before entering pre-jump, making the move function as intended with 3f startup and instant invulnerability.
Behaves strangely with the game's input priority due to command overlap with jump. When performed raw rather than being buffered, this move effectively becomes 7f startup with the first three frames being completely vulnerable as the move is unable to interrupt pre-jump frames. To work around this, one can attempt the input [2]B8. If 8 is input the frame after B is pressed the game will register a successful flash kick before entering pre-jump, making the move function as intended with 4f startup and instant invulnerability.
What is actually happening here is you are canceling 5B’s startup frames, Lee’s amazing hair gives him the ability to kara cancel.  
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show followup" data-collapsetext="hide followup">
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show followup" data-collapsetext="hide followup">
LB2_Lee_d-u+B2.png|2nd hit
LB2_Lee_d-u+B2.png|2nd hit
Line 727: Line 775:
  {{AttackData-LB2
  {{AttackData-LB2
|damage= N/A
|damage= N/A
|startup=  
|startup= 4
|active=  
|active= 20
|recovery=  
|recovery=  
|state=  
|state=  
Line 736: Line 784:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description= A strike and projectile invincible stance with 4 unique options out of it, performed simply by tapping a button. Can be canceled into any special as well. If Lee is crossed up at any point during the dodge, it will be canceled and Lee will instantly turn to face his opponent, granting him some nasty crossup potential in a large number of oki situations.
|description= A strike and projectile invincible stance with 4 unique options out of it, performed simply by tapping a button. If Lee is crossed up at any point during the dodge, it will be canceled and Lee will instantly turn to face his opponent, granting him some nasty crossup potential in a large number of oki situations. The initial dodge can also be cancelled into any of Lee’s specials (except another dodge), dm, fandangos, or Sdm. Any follow up or special used out of dodge will start their animation after 10 frames of the dodge at fastest. Active frames listed are the amount of frames Lee is invincible without any additional input.  
* A follow up is a long ranged mid that doesn't lead to much on hit but can interrupt opponents trying to set up from just beyond the range of your other options, and is difficult to punish on block when spaced. Confirms SDM at max range in power/EX, giving it some niche uses as a damaging counter-poke.
* A follow up is a long ranged mid that is special cancelable, can interrupt opponents trying to set up from just beyond the range of your other options, and is difficult to punish on block when spaced. Confirms SDM at max range in power/EX, giving it some niche uses as a damaging counter-poke.
* B follow up is an overhead axe kick which comes out too quickly to react to and launches the opponent slighly, enabling a tech chase. Lee is fully invincible from the legs down and treated as airborn until he recovers. If delayed slightly, becomes a true 50/50 alongside the C follow up. Requires a switch guard to punish, and even then it's character specific, so this move is relatively safe to throw out.
* B follow up is an overhead axe kick which comes out too quickly to react to at 8f and launches the opponent slightly, enabling a tech chase. Lee is fully invincible from the legs down and treated as airborn until he recovers. If delayed slightly, becomes a true 50/50 alongside the C follow up. Requires a switch guard to punish, and even then it's character specific, so this move is relatively safe to throw out. Strangely this move can be deflected while crouching, no other overhead in the game has this quirk.  
* C follow up is a low kick which can be chained into itself up to 3 times by inputting 2C, and until the 3rd hit may be special canceled (most notably into 214C). The first hit possesses a very deceptive hurtbox giving it great effective priority. Also chains into a unique multihit overhead with 6C which can be combo'd off of from close range, however this can be both option selected and reacted to so this is mostly a gimmick. If you stop at the first hit you can link a 2C for a bnb combo
* C follow up is a low kick which can be chained into itself up to 3 times by inputting 2C, and until the 3rd hit may be special canceled (most notably into 214C). If you stop at the first hit you can link a 2C or 5B. The first hit possesses a very deceptive hurtbox giving it great effective priority. Also chains into a unique multihit overhead with 6C which can be combo'd off of from close range, however this can be both option selected and reacted to so this is mostly a gimmick.
* D follow up has Lee swat the space immediately in front of him, reflecting projectiles. Not especially useful since the stance itself is both less committal and mathematically better at dealing with most fireballs, however this does have some niche use cases if you need to react to a fireball after already entering the stance. Also has enough frame advantage on hit you can link 2C after to start a bnb
* D follow up has Lee swat the space immediately in front of him, reflecting projectiles. Not especially useful since the stance itself is both less committal and mathematically better at dealing with most fireballs, however this does have some niche use cases if you need to react to a fireball after already entering the stance. Also has enough frame advantage on hit you can link 2C or 5B after to start a bnb


Overall this move has a myriad of uses, but primarily can be used to apply additional pressure against an opponent without opening yourself up to deflects by abusing the invincibility and pre-canned high/low mix, or used to dominate neutral by phasing through the opponent's pokes and whiff punishing them with the A or B follow ups as you see fit. Note, however, that the stance itself is not throw invincible and can leave you wide open against characters with damaging command grabs.
Overall this move has a myriad of uses, but primarily can be used to apply additional pressure against an opponent without opening yourself up to deflects by abusing the invincibility and pre-canned high/low mix, or used to dominate neutral by phasing through the opponent's pokes and whiff punishing them with the A or B follow ups as you see fit. Note, however, that the stance itself is not throw invincible and can leave you wide open against characters with damaging command grabs.
Line 753: Line 801:
}}
}}


'''Serpent Rush''' - 214A/B
'''Serpent Rush''' - 63214A/B
{{MoveData
{{MoveData
|image=LB2_Lee_hcb+A.png
|image=LB2_Lee_hcb+A.png
Line 770: Line 818:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A long range whiff punish or (power/EX) super confirm. Incredibly unsafe on block and Lee has a myriad of damaging frame traps with his normals alone, so it's not especially useful during pressure.
|description=A long range whiff punish or (power/EX) super confirm. Unsafe on hit under normal circumstances, relegating this option to closing the round. Notable ender when routing for stun in power, enabling potential 2 hit kill sequences.
  }}
  }}
}}
}}
Line 790: Line 838:
|cancel=  
|cancel=  
|tech= Air
|tech= Air
|description=A slower and more damaging version of the move above. Can be followed up with 41236B for a launcher that can occasionally cross up, but can be fuzzy mashed on block so it's not a real option to save yourself from a bad whiff punish attempt. Additionally, the second part of the move is unsafe on hit. Both hits are super cancelable, though nothing will connect after the second.
|description=A slower and more damaging version of the move above. Can be followed up with 41236B for a launcher that can cross up, but can be fuzzy mashed on block so it's not a real option to save yourself from a bad whiff punish attempt. Additionally, the second part of the move is unsafe on hit. Both hits are super cancelable, though nothing will connect on hit after the second. Launches crouching opponents on the first hit, allowing for juggles into 2146AB.  
If you can combo this in a way that makes the initial 63214B pop the opponent in the air you can juggle with dm for a chunk of damage. This happens more often against crouching opponents, more research is needed.  
*Has a fair amount of stun value attached to it, and one of the only moves in game that can stun an opponent in an actual match if playing Lee in Ex mode. This is unlikely to happen but it ''is'' possible
*While the 41236B follow can be air teched by the opponent, it can still be super cancelled. If the opponent air techs this and you super cancel the follow up, the fan portion of the dm can hit them. In a corner this can be devastating as the fan cannot be guarded or deflected in the air, and is very active while it’s on screen.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show followup" data-collapsetext="hide followup">
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show followup" data-collapsetext="hide followup">
LB2_Lee_63214b41236b.png|41236B follow up
LB2_Lee_63214b41236b.png|41236B follow up
Line 815: Line 864:
|cancel=  
|cancel=  
|tech= Air
|tech= Air
|description=A divekick that moves very quickly after an airstall, resulting in a series of multi-hitting kicks upon making contact with the opponent. Serves as a double overhead or a decent option to catch pokes after hopping back. Safe on block at specific spacings, and leads to combo on hit. Can find a lot of use as a mobility option to punish reckless anti-air attempts or to avoid some projectile tech chases. Be warned that this move has a distinct audio que and a lot of landing recovery, so it is incredibly easy to punish if it whiffs near the opponent.
|description=A divekick that moves very quickly after an airstall, resulting in a series of multi-hitting kicks upon making contact with the opponent. Serves as a double overhead or a decent option to catch pokes after hopping back. Safe on block at specific spacings, and leads to combo on hit if Lee lands right after one of the kicks. Can find a lot of use as a mobility option to punish reckless anti-air attempts or to avoid some projectile tech chases. Be warned that this move has a distinct audio que and a lot of landing recovery, so it is incredibly easy to punish if it whiffs near the opponent.
  }}
  }}
}}
}}
Line 836: Line 885:
|cancel= N/A
|cancel= N/A
|tech= N/A
|tech= N/A
|description=Rather than a proper taunt, Lee begins charging his ki and slowly regains life. Can be held for longer by holding start. Not particularly practical since it will pretty much instantly make you lose neutral if used outside of a HKD, and using it in place of oki would be ignoring Lee's godlike setplay which is often too high of an opportunity cost unless the extra life will allow you to run the clock. Has virtually unlimited armor, but also has lengthy recovery while every hit taken will be treated as a counterhit during the taunt.
|description=Rather than a proper taunt, Lee begins charging his ki and slowly regains life. Can be held for longer by holding start. Not particularly practical since it will pretty much instantly make you lose neutral if used outside of a hard knockdown, and using it in place of oki would be ignoring Lee's godlike setplay which is often too high of an opportunity cost unless the extra life will allow you to run the clock. Has virtually unlimited armor, but also has lengthy recovery while every hit taken will be treated as a counterhit during the taunt.
  }}
  }}
}}
}}
Line 849: Line 898:
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup= 21
|active=  
|active=  
|recovery=  
|recovery=  
Line 858: Line 907:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Lee swings his fan into the air, staggering the opponent, before rushing forwards for a massive amount of damage. Your go-to metered combo ender as it does a massive amount of damage that scales very well and leads into HKD. If the first hit hits a grounded opponent, the stagger can actually be mashed out of by tapping left and right, causing the second hit to uncombo. As such, it is heavily advised to juggle into 2146AB from 6C since the series is a true combo against airborn opponents.
|description=Lee swings his fan into the air, staggering the opponent, before rushing forwards for a massive amount of damage. Your go-to metered combo ender as it does a massive amount of damage that scales very well and leads into HKD. If the first hit hits a grounded opponent, the stagger can be mashed out of, causing the second hit to uncombo or get blocked/deflected. As such, it is heavily advised to juggle into 2146AB from 6C since the series is a true combo as a juggle.
*The fan portion of the dm is air unblockable and can’t be deflected in the air. It can have some use as an anti air if you read your opponent well enough
  }}
  }}
}}
}}
Line 871: Line 921:
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup= 23
|active=  
|active= 18
|recovery=  
|recovery=  
|state=  
|state=  
Line 880: Line 930:
|cancel=  
|cancel=  
|tech= None
|tech= None
|description= Lee quickly dashes forwards, playing a cinematic upon hitting the opponent. Does a massive amount of damage whether combo'd into or landed raw. Travels surprisingly quickly across the screen, letting you catch the startup of most fireballs or punish many long ranged pokes on reaction. Serves as a consistent combo ender against grounded opponents as well, since unlike 21416AB it can't be mashed out of. Drags both players back to midscreen on hit, regardless of where the super landed, while also generating a very advantageous hard knockdown. This allows Lee to create some incredibly powerful oki by running through the opponent and canceling into dodge for potential 5 way mixups. Notably knocks the opponent face down and allows OTG 5C, allowing Lee to lock the Kaede's out of their recovery rolls.
|description= Lee quickly dashes forwards, playing a cinematic upon hitting the opponent. Does a massive amount of damage whether combo'd into or landed raw. Travels surprisingly quickly across the screen (14f from one corner to the other), letting you catch the startup of most fireballs or punish many long ranged pokes on reaction. Serves as a consistent combo ender against grounded opponents as well, since unlike 2146AB it can't be mashed out of. Drags both players back to midscreen on hit, regardless of where the super landed, while also generating a very advantageous hard knockdown. This allows Lee to create some incredibly powerful oki by running through the opponent and canceling into dodge for potential 5 way mixups. Notably knocks the opponent face down and allows OTG 5C, allowing Lee to lock the Kaede's out of their recovery rolls. Cannot be juggled into, and you need to be fairly close to have it combo from normals.
 
*If this is blocked Lee can cancel the rebound animation into his B+C unblockable in power mode, or his B+C overhead in ex mode. This also makes it the only thing in Lee’s moveset that can’t be guard cancelled against in any mode.  
  }}
  }}
}}
}}
Line 897: Line 949:
* jC xx 214C (x2)
* jC xx 214C (x2)
  Lee's go-to air-to-air. Grants a knockdown which is a rare trait for an air-to-air.
  Lee's go-to air-to-air. Grants a knockdown which is a rare trait for an air-to-air.
  Also serves as your ideal anti-air deflect conversion without fandango.
  Also serves as a reliable anti-air deflect conversion without fandango and air to air deflect conversion. Side note [2]8B > 2B does slightly more damage in that situation, but may not always work depending on distance when you deflect, this one is very easy and reliable.


* AB > 5A xx 214C (x3), 8C/5C
* AB > 5A xx 214C (x3), 8C/5C
Line 913: Line 965:
* AB > C, 2C, 5B xx 214C(x3), 8C/5C
* AB > C, 2C, 5B xx 214C(x3), 8C/5C
  Higher damage version of the combo above which will only work at point blank. Delay the 2C input to get the regular normal instead of AB>C's chain.
  Higher damage version of the combo above which will only work at point blank. Delay the 2C input to get the regular normal instead of AB>C's chain.
* AB > D, 2C, 5B 214Cx3, 8C/5C


* (AB>C)>6C, 2B xx 214C(x3), 8C/5C
* (AB>C)>6C, 2B xx 214C(x3), 8C/5C
Line 924: Line 978:
* jB/C xx j236C(min. 2 hits), 5B xx 214C(x3), 8C/5C
* jB/C xx j236C(min. 2 hits), 5B xx 214C(x3), 8C/5C
  A tight link which is only possible at certain heights of j.236C. Lee must land immediately after one of the divekick's hits connect.
  A tight link which is only possible at certain heights of j.236C. Lee must land immediately after one of the divekick's hits connect.
*jB/C j236C, 2C to bnb of choice. 4A and 5A can connect here as well.
Same conditions as above combo. Can work in any mode


* 6C, (hop) jB/C xx 214C(x2)
* 6C, (hop) jB/C xx 214C(x2)
  Can occasionally drop based on the matchup and camera position when 6c hit, but will still allow for OTG 5c in those cases. Microdashing before the hop can improve consistency midscreen, and Speed/EX can use j.A>C instead
  Can occasionally drop based on the matchup and camera position when 6c hits, but will still allow for OTG 5c in those cases. Microdashing before the hop can improve consistency midscreen, and Speed/EX can use j.A>C instead. jC 214Cx2 is more reliable than jB 214Cx2 as a follow up


* (4a 6)xN
* (4a 6)xN
  Lee's jab "infinite". Incredibly tight and prone to drop after a few dozen hits, making more than 2 or 3 reps for the sake of hitconfirming impractical. 4a easily links into 2c, allowing you to cash out into your normal routes.
  Lee's jab "infinite". Incredibly tight and prone to drop after a few dozen hits, making more than 2 or 3 reps for the sake of hitconfirming impractical. 4a easily links into 2c, allowing you to cash out into your normal routes.
  Most tournaments will provide a hard limit on infinites, which includes this one.
  Most tournaments will provide a hard limit on infinites, which includes this one.
* [2]8B [2]8B j2B 5C/8C otg
In a corner as a tech chase or from an early anti air/deflect. Tricky as it only works from certain heights but more damage than jC j214cx2


===Power Mode Only===
===Power Mode Only===
* jB/C, 6C xx 2146AB
* jB/C, 6C xx 2146AB
  6C xx 2146AB works anywhere, even full screen. Vs a cornered opponent the damage from the juggle is much higher  
  6C xx 2146AB can work midscreen, however is prone to drop due to camera position. In the corner the sequence is more consistent and significantly higher damage


* 4A, 4A, 6C xx 2146AB
* 4A, 4A, 6C xx 2146AB
  hitconfirm into dm
  hitconfirm into dm
* 6C 63214A (whiff) [2]8B j2B otg 5C.
Stylish midscreen 6C combo from most distances. Skip the 63214A in the corner.
* 2Cx3, 5B 63214B 2146AB
Dm confirm vs crouching opponents, most effective in a corner. It works from distances outside of the middle 3rd of the screen (roughly the distance between starting positions of the characters) with some adjustments to the supercancel timing. If you start with a jump in this can hit the damage cap on anyone. This works in ex mode as well


===EX Mode Only===
===EX Mode Only===
* Dash A/B 5B2C (x2)63214A 2146AB
* Dash A/B>5B>2C>2C xx 63214A xx 2146AB
* 2Cx3 5A 5A 5B 2C 2C 2146B
2146AB can be mashed out of, making it unsafe on hit.
* 2Cx3 5A 5A 5B 2C 2C 63214B 2146AB vs crouching. 63214B pops crouching opponents in the air making the dm juggle. In a corner this is more damaging, mid screen you need to delay the dm a bit so the fan juggles, but this isn’t really worth it midscreen unless it will absolutely kill or you’re in desperation.
* 2C(x3), 5A>A>B>2C>2C xx 2146B
SDM confirm.
* 2Cx3, 5A>A>B>2C>2C xx 63214B xx 2146AB
Super confirm against crouching opponents. 63214B pops crouching opponents in the air making the dm juggle. In a corner this is more damaging, mid screen you need to delay the dm a bit so the fan juggles, but this isn’t really worth it midscreen unless it will absolutely kill or you’re in desperation.


===Power and EX Mode===
===Power and EX Mode===
Line 957: Line 1,026:
   SDM confirm. The cancel from 5b is tight, it is recommended to use the input 214B6B after 2C in order to land the cancel more consistently.
   SDM confirm. The cancel from 5b is tight, it is recommended to use the input 214B6B after 2C in order to land the cancel more consistently.


* 4A 2C 2C 5A 2146B
* 4A/2C, 2C, 2C, 5A xx 2146B
   Max range sdm combo
   Max range sdm confirm in power.


* AB>2C, 5B xx 21416B
* AB>2C, 5B xx 21416B


===Speed and EX Mode===
===Speed and EX Mode===
* BC 63214B or BC J.A j.C j.214Cx2
* BC [2]8B j2B otg 5C
* Dash A/B>B>2C>2C xx 214C (x3)
* BC J.A>C j.214C(x2)
* Dash A/B B 2C>2C xx 21416AB
* Dash A/B >B>2C>2C xx 214C(x3)
* 4A 5A 5A 5B 9C J.A j.B j.C j.214Cx2 (corner) can also link [2]8B after the wall bounce  
* Dash A/B >B>2C>2C xx 21416AB
* 2Cx3 5B 2C 2C 214Cx3/[2]8B bnb combo
2146AB can be mashed out of, however the lack of super freeze in this route makes it incredibly difficult and opens the opponent up to resets
* 2Cx3 5A 5A 5B 2C 2C 214Cx3/[2]8B harder version of above combo
* 4A>A>A>B>9C J.A>B>C xx j.214C(x2)
* 22A/B 5A 5B 5C 2C 2A 2C 6BC 63214A (wiff)[2]8B
Corner only. Can also link [2]8B after the wall bounce
* 22A/B 5A 5B 5C 2C 2A 2C 6BC [2]8Bx2 (corner, tricky to pull off)
* 2Cx3 5A>A>B>2C>2C xx 214Cx3/[2]8B
* 22A/B 5A 5B 5C 2C 2A 2C 6BC 2146AB time it so the fan hits on the way for better damage in the corner
* 2Cx3 5B>2C>2C xx 214Cx3/[2]8B
bnb combos. 5A is a tighter link than 5B after 2C, though it does net some more damage. Use whichever is easier for you.
*5A 2A 5B 2C 2C 214Cx3 max range confirm
* 22A/B, A + B + C + 2C + A + 2C + 6BC, 63214A(whiff) [2]8B
Midscreen only. Can also do jA>B>C xx j214C(x2) to end this after the 63214A whiff. Just doing jA jC j214Cx2 will net slightly more damage at the cost of a bit less meter gain
* 22A/B , A + B + C + 2C + A + 2C + 6BC, [2]8B, [2]8B
Corner only, tricky to pull off
* 22A/B, A + B + C + 2C + A + 2C + 6BC, 2146AB  
Time it so the fan hits on the way up for better damage in the corner. Requires desperation status
*5B and 2B are interchangeable in chains. If you use 2B you get only one 2C chain follow up however.


===Super Speed Combos===
===Super Speed Combos===
Line 980: Line 1,058:


===Guard Cancel===
===Guard Cancel===
*412D, J.C, J.214Cx2 otg 5C  
*412D, J.C, J.214Cx2 otg 5C easy and consistent
*412D J.A J.C 214Cx2 otg 5C (speed/ex)
*412D J.A J.C 214Cx2 otg 5C (speed/ex)
*412D, [2]8B j2B otg 5C
*412D, [2]8B j2B otg 5C
*412D, 5D otg 5C  
*412D, 5D otg 5C  
*421D, hop jB (2 hits) land [2]8B j2B otg 5C/8C best for damage outside of desperation. If done correctly the 28B will hit before the opponent can air recover. Fairly Difficult to time correctly. More consistent when guard canceling vs. a jump in
*421D, hop jB (2 hits) land jA jC j214Cx2 otg 5C (speed/ex) done correctly jA will hit before the opponent can air recover from jB. Also fairly difficult. Easier vs. guard cancelling a jump in.
*412D, 2146AB (corner and desperation)
*412D, 2146AB (corner and desperation)
*412D, hop jB (2hits) land 2146AB. Corner and desperation. This doesn’t combo but is instead a setup. If the opponent air recovers after jB they can be tagged with the fan and juggled into the rest of the Dm. The fan portion of the dm can’t be blocked or deflected in the air and is very active while it’s on screen.
*412D dash under 82, 2C/4A into bnb. There is a 1 frame window during which a landing opponent cannot guard from behind. Dashing under and pressing 82 will turn you around to face to opponent. This is very difficult to do, but highly rewarding.
*These can work from a ground to air deflect depending on timing and distance from opponent. Most will work after an air to air deflect as well.
{{Navbox LB2}}
{{Navbox LB2}}


[[Category:The Last Blade 2]]
[[Category:The Last Blade 2]]
[[Category:Rekka Lee]]
[[Category:Rekka Lee]]

Latest revision as of 17:18, 29 July 2024

Overview

Sporting an array of fast, safe normals at close range and a wide variety of effective hitconfirms, Lee is an aggressive rushdown character who thrives in the opponent's face. In addition to his incredible frame data, Lee has access to an invincible stance and some deceptively long pokes that can allow him to force the opponent to whiff buttons and punish them with ease. Though he lacks a traditional set of zoning tools, Lee can more than make up for it by cheating his way around most common zoning methods with evasive hurtboxes and incredible mobility to ensure he finds an opportunity to begin his terrifying offense. If you're looking for a character with access to explosive robbery potential without giving up the option to patiently watch the opponent dig their own grave, Lee has you covered.

Strengths Weaknesses
  • Invincible stance forces opponents to play at your pace
  • Hitconfirms off almost everything, ensuring that any stray hit leads to oki
  • Safe and varied offense that can easily be reset for minimal risk
  • Incredibly fast startup on mid-range pokes/counter-pokes
  • Has access to the only truly invincible reversal in the game, letting him escape pressure at any time with a read
  • High stun potential, turning his above average damage into potential 2-hit kill sequences
  • Lacks notable disjoints
  • No ways to safely build chip, often forcing Lee to take big risks after losing lifelead
  • Over-reliance on whiff punishing in neutral, leading to dedicated zoners being able to keep him at bay with low recovery disjoints
  • Unlike other power characters, Lee lacks any rebounding normals. This leads to him being abnormally easy to guard cancel against.
  • All of Lee’s wake up animations (except neutral wake up from being facedown) make him airborne for a few frames. If your opponent has an air throw they can grab you here and loop this indefinitely. True for all modes.
Strengths Weaknesses
  • Invincible stance forces opponents to play at your pace
  • Even better hitconfirms than power mode, letting most hits lead to full combo
  • Safe and varied offense that can easily be reset for minimal risk, uniquely accentuated by air chains
  • Incredibly fast startup on mid-range pokes/counter-pokes, often boasting whiff cancels for good measure
  • Has access to the only truly invincible reversal in the game, letting him escape pressure at any time with a read
  • Lacks notable disjoints, and loses trades easily
  • No ways to safely build chip, often forcing Lee to take big risks after losing lifelead
  • Over-reliance on whiff punishing in neutral, leading to dedicated zoners being able to keep him at bay with low recovery disjoints
Strengths Weaknesses
  • Same strengths as speed, with slightly higher damage output and access to his phenomenal SDM
  • Same weaknesses as speed
  • Defense penalty makes trades even worse

Normals

Standing

5A
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 12/1 5 4 17 Any +2/-13 - M o/o Air
Speed 8/0 5 4 17 Any +2/-13 - M o/o Air

A quick and active jab, but is still slower than a number of your other normals. Advances slightly, making chains off it a bit more consistent.

4A
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 12/1 4 2 8 Any +13/-2 - M o/o Air
Speed 8/0 4 2 8 Any +13/-2 - M o/o Air

A fast jab that's safe on block vs strikes even when switch guarded, throws can technically punish it, though pushback makes this unlikely. Leads to full combo and whiffs very quickly, making it a useful button to throw out at closer ranges. Lacks any sort of disjoint, so this button will almost always get beaten at midrange.

5B
Why'd they bind a jab to the B button?
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 26/3 4 1 21 Any +1/-14 - M o/o Air
Speed 16/0 4 1 21 Any +1/-14 - M o/o Air

A kick with a lot of range for its startup. Not advisable to throw out haphazardly as it will lose to many crouching normals and can be easily whiff punished, but if the opponent is in range this move will enable a wide array of frame traps. Generally your best button to escape pressure with, as it can confirm a hard knockdown consistently at range despite being tied as your fastest hitting normal.

  • Apparently Lee needed the ability to Kara cancel normals. This move can be wiff canceled into B+C and 3C in speed/ex. In all modes it can wiff cancel into any special/dm/sdm (minus A+B dodge). Also if you use this in a chain combo in speed/ex as 5A>5B>5C and wiff cancel the 5B into 5C, the 5C that comes out can also be wiff cancelled.
6B
Probably a misinput
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 26+28/3+3 12 2-[15]-8 22 Any -1/-21 - M x/x Air
Speed 14+16/0+0 7 2-[15]-8 22 Any -1/-21 - M x/x Air

A damaging multihit with a fair amount of range. While unsafe on block and minus on hit, this move can catch opponents pushing risky buttons and still leave you in a good spot thanks to Lee's incredible frame data.

5C
Safe OTG
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 26/3 11 2 17 Any +4/-11 - M o/o N/A
Speed 16/0 11 2 17 Any +4/-11 - M o/o N/A

Hits OTG. Provides more frame advantage and better spacing compared to 8c, while also being consistently safe on hit in all matchups. As such it's often your preferred otg from rekka unless you're optimizing damage to end the round. Combos in speed/ex in a chain after standing B if you wanted to do that for some reason

6C
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 19/2 8 3 24 Any -/-18 - M o/o None
Speed 16/0 8 3 24 Any -/-18 - M x/x None

A decently ranged kick that leads to wallbounce on hit. Special cancelable in power, and by far your most consistent super confirm as it launches. To use it in chain combos you need to input it as 9C after a B attack (due to lee’s extra attacks tied to the C button)

BC(Power)
No
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.
61 52~72 2 38 Any KD - UB x/x None

A slow, short ranged unblockable that knocks the opponent away. Can be charged by holding the button in order to extend startup. Not advisable to use due to long startup, short range, and ability to be deflected on reaction.

BC(Speed/EX)
WAHLOO
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.
19/0 23 1 25 Any -/-20 - H x/x Ground/Air

An overhead which causes a stagger against crouching opponents or will otherwise launch. Can be find sparing use as a mixup. Despite its strong hitbox, this move does not make for a good anti-air due to long startup and nonexistent active frames. It can cancel A and B normals (minus 6B) in speed/ex but it cannot be combod into.

8C
High damage OTG
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.
21 25 4 47 ground N/A - N/A x/x N/A

Lee homes in on the opponent and hits OTG. Leaves you in a good spot to set up oki from longer ranges on the screen, making it your go-to off throw. Also your highest damage OTG, making it best for closing the round. At closer ranges it becomes unsafe on hit in some matchups, as such it should be used with some caution against a knowledgeable opponent.

Crouching

2A
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 12/1 4 1 19 Any +3/-12 - L x/x Air
Speed 9/0 4 1 19 Any +3/-12 - L x/x Air

An incredibly fast low that can be canceled for a damaging conversion. Due to its short range and inability to hitconfirm it's often outclassed by 2C.

2B
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 21/2 7 4 20 Any -1/-16 - L o/o N/A
Speed 19/0 7 4 20 Any -1/-16 - L o/o N/A

Slow, decently ranged low that's minus on hit. In speed/ex mode this can be whiff cancelled with 3C, BC, and any special/dm/sdm

2C
bnb time
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 13/1 4 2 15 Any +6/-9 - L o/o N/A
Speed 11/0 4 2 15 Any +6/-9 - L o/o N/A

Lee's most commonly used low, comes out quickly with good range while canceling into itself for easy hitconfirms. Also serves as your primary combo starter and punish button on the ground. At the fastest timing there is a 2f gap between 2c's, making it impossible for the opponent to interrupt with a normal. Deflecting is technically possibly here, but is very difficult to do.

3C
Bigger than it looks
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 24/3 5 2 20 Any KD/-13 - L o/o N/A
Speed 16/0 5 2 20 Any KD/-13 - L o/o N/A

A sweep which reaches deceptively far and hits deceptively quickly. Beats out a lot of character's primary midrange pokes, and as such can serve as a solid whiff punish in many matchups.

Air

jA
Push A, get active frames
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 12/1 4 16 N/A Any N/A - H o/o Air
Speed 10/0 4 16 N/A Any N/A - H o/o Air

One of the most active jumping normals in the game. Sees sparing use due to a stubby hitbox and being generally outclassed by j.C.

  • By pressing A+C simultaneously, Lee can cancel jumping normals into j.a, even from j.a itself! This works in speed/ex. Due to the numerous infinites and ludicrous pressure extensions this enables, using this technique is universally banned in tournaments and considered incredibly bad manners in casual matches.
jB

Tap B, get mix

Tap B, get mix
2nd hit

Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 6+27/0+3 8 2-2 N/A Any N/A - H o/o Air
Speed 4+13/0+0 8 2-2 N/A Any N/A - H o/o Air

A multihit jump in. Both hits have fairly low priority, and are prone to uncombo unless you're jumping in. The high damage on the second hit can make this move a viable stun conversion in power. Realistically one of the hits is going to whiff on a crouching opponent, however its status as a double overhead can make it an effective fuzzy guard crush. 2nd hit box can cross up.

jC
Press C, get damage
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 12/1 4 12 N/A Any N/A - H o/o Air
Speed 10/0 4 12 N/A Any N/A - H o/o Air

One of Lee's best buttons. This move comes out quickly, has a ton of active frames, a deceptively high priority hitbox, and can even be canceled on hit for massive damage off an air-to-air. Typically worth throwing out any time you're in the air and not actively baiting deflects, as it can often both serve as an air-to-air while also forcing the opponent to block if they fail to anti-air in time.

Dashing

Dashing high
Stance's one flaw:

No 5a from dash

Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 26/3 8 3 31 Any -3/-23 - M o/o Air
Speed 19/0 7 3 31 Any -3/-23 - M o/o Air

Comes out quickly once you have dashed far enough to gain access to it. Unsafe on block and even on hit against some characters (if not canceled into anything), as such you probably shouldn't use this outside of speed where it can start chains.

Dashing low
Meat incarnate
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 26/3 6 14 23 Any KD/-28 - L x/x N/A
Speed 19/0 6 14 23 Any KD/-28 - L x/x N/A

A very active sweep which will follow the opponent should they backroll on wakeup. Serves as an incredible low meaty to enforce your advantage, but must be used with caution as it's punishable on block. Typically preferred over dashing high due to leading to advantage on hit and coming out faster.

Speed chain

5A>A
Fills 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.
8/0 6 1 21 Any +1/-14 - M o/o Air

Combo filler. Moves Lee forward slightly.

5A>B>C
Mash for low crush
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.
24/0 15 2 20 Any KD/-16 - M x/x Air

Lee's autocombo ender. Doesn't really lead to anything and using this completely undermines his incredible combo potential. When used as an auto combo after a 5B whiff this move becomes whiff cancelable itself.

Lee can chain on whiff and this is a good hitbox, might have some unexplored applications in neutral?

Special Moves

Dragon Hammer - 214C (x3)

214C
No meter no problem
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.
- - - - - KD - M - Air-Ground-None

Serving as a rekka function that can be easily combo'd into, this move does a very solid chunk of damage while leading to a hard knockdown if all 3 phases are allowed to play out. The second portion of the rekka will cause a soft knockdown but keep the opponent very close, allowing for additional oki options. Incredibly unsafe on block and doesn't have very useful applications in neutral, so this move is relegated as a combo ender. Note that the first portion of the rekka hitting an air born opponent will not allow for the follow ups to be performed, making the move useless for juggles in most cases. An exception to this is canceling a 6C in power mode, if the first hit whiffs but the rest connect it can juggle.

Ryu Shou Sen - 214C (x2) (in air)

j214C
The king of air-to-airs
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.
- - - - - - - M - Ground

Essentially an air version of Lee's rekka, it does a very high amount of damage for an air-to-air and leads to a soft knockdown. Incredibly strong to buffer out of any air-to-air attempt, but will commonly whiff on grounded opponents and is wildly unsafe on block. Unlike the grounded version, the follow up can be performed on air hit.


Fan of Flames - [2]8B

[2]8B
EWGF- Electric Wind God Foot
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.
- 4 - - - - - M - Air-None

Lee rises and swings his fans creating a fiery attack. Lee's go-to anti-air; this move has a massive hitbox, enables your setplay on hit, and comes with invincibility during its startup to boot. Has a follow up with 2B that will cause a knockdown so you can go for oki. Serves as one of the game's incredibly rare true reversals, as it will at worst trade with any meaty attempted at close range. Thanks to charge partitioning and a relatively short charge time it can even be buffered out of an AB stance or a dash

Behaves strangely with the game's input priority due to command overlap with jump. When performed raw rather than being buffered, this move effectively becomes 7f startup with the first three frames being completely vulnerable as the move is unable to interrupt pre-jump frames. To work around this, one can attempt the input [2]B8. If 8 is input the frame after B is pressed the game will register a successful flash kick before entering pre-jump, making the move function as intended with 4f startup and instant invulnerability. What is actually happening here is you are canceling 5B’s startup frames, Lee’s amazing hair gives him the ability to kara cancel.

Mist Mauler - AB

AB
Completely* reactable**
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.
N/A 4 20 - - N/A 0 N/A - -

A strike and projectile invincible stance with 4 unique options out of it, performed simply by tapping a button. If Lee is crossed up at any point during the dodge, it will be canceled and Lee will instantly turn to face his opponent, granting him some nasty crossup potential in a large number of oki situations. The initial dodge can also be cancelled into any of Lee’s specials (except another dodge), dm, fandangos, or Sdm. Any follow up or special used out of dodge will start their animation after 10 frames of the dodge at fastest. Active frames listed are the amount of frames Lee is invincible without any additional input.

  • A follow up is a long ranged mid that is special cancelable, can interrupt opponents trying to set up from just beyond the range of your other options, and is difficult to punish on block when spaced. Confirms SDM at max range in power/EX, giving it some niche uses as a damaging counter-poke.
  • B follow up is an overhead axe kick which comes out too quickly to react to at 8f and launches the opponent slightly, enabling a tech chase. Lee is fully invincible from the legs down and treated as airborn until he recovers. If delayed slightly, becomes a true 50/50 alongside the C follow up. Requires a switch guard to punish, and even then it's character specific, so this move is relatively safe to throw out. Strangely this move can be deflected while crouching, no other overhead in the game has this quirk.
  • C follow up is a low kick which can be chained into itself up to 3 times by inputting 2C, and until the 3rd hit may be special canceled (most notably into 214C). If you stop at the first hit you can link a 2C or 5B. The first hit possesses a very deceptive hurtbox giving it great effective priority. Also chains into a unique multihit overhead with 6C which can be combo'd off of from close range, however this can be both option selected and reacted to so this is mostly a gimmick.
  • D follow up has Lee swat the space immediately in front of him, reflecting projectiles. Not especially useful since the stance itself is both less committal and mathematically better at dealing with most fireballs, however this does have some niche use cases if you need to react to a fireball after already entering the stance. Also has enough frame advantage on hit you can link 2C or 5B after to start a bnb

Overall this move has a myriad of uses, but primarily can be used to apply additional pressure against an opponent without opening yourself up to deflects by abusing the invincibility and pre-canned high/low mix, or used to dominate neutral by phasing through the opponent's pokes and whiff punishing them with the A or B follow ups as you see fit. Note, however, that the stance itself is not throw invincible and can leave you wide open against characters with damaging command grabs.

Serpent Rush - 63214A/B

63214A
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.
- - - - - - - M - -

A long range whiff punish or (power/EX) super confirm. Unsafe on hit under normal circumstances, relegating this option to closing the round. Notable ender when routing for stun in power, enabling potential 2 hit kill sequences.

63214B
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.
- - - - - - - M - Air

A slower and more damaging version of the move above. Can be followed up with 41236B for a launcher that can cross up, but can be fuzzy mashed on block so it's not a real option to save yourself from a bad whiff punish attempt. Additionally, the second part of the move is unsafe on hit. Both hits are super cancelable, though nothing will connect on hit after the second. Launches crouching opponents on the first hit, allowing for juggles into 2146AB.

  • Has a fair amount of stun value attached to it, and one of the only moves in game that can stun an opponent in an actual match if playing Lee in Ex mode. This is unlikely to happen but it is possible
  • While the 41236B follow can be air teched by the opponent, it can still be super cancelled. If the opponent air techs this and you super cancel the follow up, the fan portion of the dm can hit them. In a corner this can be devastating as the fan cannot be guarded or deflected in the air, and is very active while it’s on screen.

Invisible Kick - 236C (in air)

j236C
Dimvekick
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.
- - - - - - - M/H - Air

A divekick that moves very quickly after an airstall, resulting in a series of multi-hitting kicks upon making contact with the opponent. Serves as a double overhead or a decent option to catch pokes after hopping back. Safe on block at specific spacings, and leads to combo on hit if Lee lands right after one of the kicks. Can find a lot of use as a mobility option to punish reckless anti-air attempts or to avoid some projectile tech chases. Be warned that this move has a distinct audio que and a lot of landing recovery, so it is incredibly easy to punish if it whiffs near the opponent.

Ibuki - Start

Start
*Insert unfunny anime reference
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.
N/A - N/A - - N/A 0 N/A N/A N/A

Rather than a proper taunt, Lee begins charging his ki and slowly regains life. Can be held for longer by holding start. Not particularly practical since it will pretty much instantly make you lose neutral if used outside of a hard knockdown, and using it in place of oki would be ignoring Lee's godlike setplay which is often too high of an opportunity cost unless the extra life will allow you to run the clock. Has virtually unlimited armor, but also has lengthy recovery while every hit taken will be treated as a counterhit during the taunt.

Desperation Moves

Hidden Serpent Slam - 2146AB

21416AB
Please just juggle...
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.
- 21 - - - - - M - -

Lee swings his fan into the air, staggering the opponent, before rushing forwards for a massive amount of damage. Your go-to metered combo ender as it does a massive amount of damage that scales very well and leads into HKD. If the first hit hits a grounded opponent, the stagger can be mashed out of, causing the second hit to uncombo or get blocked/deflected. As such, it is heavily advised to juggle into 2146AB from 6C since the series is a true combo as a juggle.

  • The fan portion of the dm is air unblockable and can’t be deflected in the air. It can have some use as an anti air if you read your opponent well enough

Super Desperation Moves

Concealed Javelin of Judgement - 2146AB

21416B
Nyoooooom
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.
- 23 18 - - - - M - None

Lee quickly dashes forwards, playing a cinematic upon hitting the opponent. Does a massive amount of damage whether combo'd into or landed raw. Travels surprisingly quickly across the screen (14f from one corner to the other), letting you catch the startup of most fireballs or punish many long ranged pokes on reaction. Serves as a consistent combo ender against grounded opponents as well, since unlike 2146AB it can't be mashed out of. Drags both players back to midscreen on hit, regardless of where the super landed, while also generating a very advantageous hard knockdown. This allows Lee to create some incredibly powerful oki by running through the opponent and canceling into dodge for potential 5 way mixups. Notably knocks the opponent face down and allows OTG 5C, allowing Lee to lock the Kaede's out of their recovery rolls. Cannot be juggled into, and you need to be fairly close to have it combo from normals.

  • If this is blocked Lee can cancel the rebound animation into his B+C unblockable in power mode, or his B+C overhead in ex mode. This also makes it the only thing in Lee’s moveset that can’t be guard cancelled against in any mode.

Combos

Any Mode

  • jB/C, 2C, 2C, 2C, 5B xx 214C (x3), 8C/5C
Primary BNB.
  • jB/C, 2C, 2C, 2C, 5B xx 63214A
Variant of the above combo which can stun the opponent if used immediately after said combo (using 5c OTG). If 63214A fails to stun it will become unsafe on hit
  • jB, 4A 6, 4A 6, 2C, 2C, 5B xx 214C(x3), 5c xx 63214A(whiff)
Optimized BNB. Builds a full bar of meter in power mode if both hits of jB connect
  • jC xx 214C (x2)
Lee's go-to air-to-air. Grants a knockdown which is a rare trait for an air-to-air.
Also serves as a reliable anti-air deflect conversion without fandango and air to air deflect conversion. Side note [2]8B > 2B does slightly more damage in that situation, but may not always work depending on distance when you deflect, this one is very easy and reliable.
  • AB > 5A xx 214C (x3), 8C/5C
Simple confirm from ab>a
  • AB > 5A xx 63214B xx 41236B
41236B requires to be executed when the 63214B crosses up the opponent in order to get the follow up. Unsafe on hit.
  • AB > C > 2C xx 214C(x3), 8C/5C
A bit of timing is required here to combo the 2C follow up into 214C. Works at all ranges of AB>C
  • AB > C, 5B xx 214C(x3), 8C/5C
Optimized version of the combo above. Relatively safe in comparison making the link worthwhile.
  • AB > C, 2C, 5B xx 214C(x3), 8C/5C
Higher damage version of the combo above which will only work at point blank. Delay the 2C input to get the regular normal instead of AB>C's chain.
  • AB > D, 2C, 5B 214Cx3, 8C/5C
  • (AB>C)>6C, 2B xx 214C(x3), 8C/5C
Corner only. Note that AB>C>6C does not combo.
  • Dash A/B xx 214C(x3), 8C/5C
  • j236C(min. 2 hits) xx [2]8B > 2B, 8C/5C
A buffered follow up from divekick that will connect even when used as an instant overhead. Prone to uncombo midscreen
  • jB/C xx j236C(min. 2 hits), 5B xx 214C(x3), 8C/5C
A tight link which is only possible at certain heights of j.236C. Lee must land immediately after one of the divekick's hits connect.
  • jB/C j236C, 2C to bnb of choice. 4A and 5A can connect here as well.
Same conditions as above combo. Can work in any mode
  • 6C, (hop) jB/C xx 214C(x2)
Can occasionally drop based on the matchup and camera position when 6c hits, but will still allow for OTG 5c in those cases. Microdashing before the hop can improve consistency midscreen, and Speed/EX can use j.A>C instead. jC 214Cx2 is more reliable than jB 214Cx2 as a follow up 
  • (4a 6)xN
Lee's jab "infinite". Incredibly tight and prone to drop after a few dozen hits, making more than 2 or 3 reps for the sake of hitconfirming impractical. 4a easily links into 2c, allowing you to cash out into your normal routes.
Most tournaments will provide a hard limit on infinites, which includes this one.
  • [2]8B [2]8B j2B 5C/8C otg

In a corner as a tech chase or from an early anti air/deflect. Tricky as it only works from certain heights but more damage than jC j214cx2

Power Mode Only

  • jB/C, 6C xx 2146AB
6C xx 2146AB can work midscreen, however is prone to drop due to camera position. In the corner the sequence is more consistent and significantly higher damage
  • 4A, 4A, 6C xx 2146AB
hitconfirm into dm
  • 6C 63214A (whiff) [2]8B j2B otg 5C.
Stylish midscreen 6C combo from most distances. Skip the 63214A in the corner.
  • 2Cx3, 5B 63214B 2146AB
Dm confirm vs crouching opponents, most effective in a corner. It works from distances outside of the middle 3rd of the screen (roughly the distance between starting positions of the characters) with some adjustments to the supercancel timing. If you start with a jump in this can hit the damage cap on anyone. This works in ex mode as well

EX Mode Only

  • Dash A/B>5B>2C>2C xx 63214A xx 2146AB
2146AB can be mashed out of, making it unsafe on hit.
  • 2C(x3), 5A>A>B>2C>2C xx 2146B
SDM confirm.
  • 2Cx3, 5A>A>B>2C>2C xx 63214B xx 2146AB
Super confirm against crouching opponents. 63214B pops crouching opponents in the air making the dm juggle. In a corner this is more damaging, mid screen you need to delay the dm a bit so the fan juggles, but this isn’t really worth it midscreen unless it will absolutely kill or you’re in desperation.

Power and EX Mode

  • jB/C, 2C, 2C, 2C, 5B xx 63214A xx 21416AB
Gimmicky super confirm. The first hit of 2146AB can be mashed out of, making the move unsafe on hit.
  • AB>5A xx 63214A xx 2416AB
Another gimmick from AB>5A
  • AB>5A xx 2146B
SDM confirm from AB>A. By inputting the motion early and pressing B on reaction, one can hitconfirm the SDM to avoid wasting meter.
  • jC, 2C, 5B xx 21416B
 SDM confirm. The cancel from 5b is tight, it is recommended to use the input 214B6B after 2C in order to land the cancel more consistently.
  • 4A/2C, 2C, 2C, 5A xx 2146B
 Max range sdm confirm in power. 
  • AB>2C, 5B xx 21416B

Speed and EX Mode

  • BC [2]8B j2B otg 5C
  • BC J.A>C j.214C(x2)
  • Dash A/B >B>2C>2C xx 214C(x3)
  • Dash A/B >B>2C>2C xx 21416AB
2146AB can be mashed out of, however the lack of super freeze in this route makes it incredibly difficult and opens the opponent up to resets
  • 4A>A>A>B>9C J.A>B>C xx j.214C(x2)
Corner only. Can also link [2]8B after the wall bounce
  • 2Cx3 5A>A>B>2C>2C xx 214Cx3/[2]8B
  • 2Cx3 5B>2C>2C xx 214Cx3/[2]8B
bnb combos. 5A is a tighter link than 5B after 2C, though it does net some more damage. Use whichever is easier for you.
  • 5A 2A 5B 2C 2C 214Cx3 max range confirm
  • 22A/B, A + B + C + 2C + A + 2C + 6BC, 63214A(whiff) [2]8B
Midscreen only. Can also do jA>B>C xx j214C(x2) to end this after the 63214A whiff. Just doing jA jC j214Cx2 will net slightly more damage at the cost of a bit less meter gain
  • 22A/B , A + B + C + 2C + A + 2C + 6BC, [2]8B, [2]8B
Corner only, tricky to pull off
  • 22A/B, A + B + C + 2C + A + 2C + 6BC, 2146AB
Time it so the fan hits on the way up for better damage in the corner. Requires desperation status
  • 5B and 2B are interchangeable in chains. If you use 2B you get only one 2C chain follow up however.

Super Speed Combos

  • A + B + C + A + B + C + A + B + 236C
  • A + B + C + A + B + C + C + B + A + 236C Use this one for damage
  • A + B + C + 2C + A + 2C + 6BC
  • A + B + C + 2C + A + 6BC + A + B + 236B

Guard Cancel

  • 412D, J.C, J.214Cx2 otg 5C easy and consistent
  • 412D J.A J.C 214Cx2 otg 5C (speed/ex)
  • 412D, [2]8B j2B otg 5C
  • 412D, 5D otg 5C
  • 421D, hop jB (2 hits) land [2]8B j2B otg 5C/8C best for damage outside of desperation. If done correctly the 28B will hit before the opponent can air recover. Fairly Difficult to time correctly. More consistent when guard canceling vs. a jump in
  • 421D, hop jB (2 hits) land jA jC j214Cx2 otg 5C (speed/ex) done correctly jA will hit before the opponent can air recover from jB. Also fairly difficult. Easier vs. guard cancelling a jump in.
  • 412D, 2146AB (corner and desperation)
  • 412D, hop jB (2hits) land 2146AB. Corner and desperation. This doesn’t combo but is instead a setup. If the opponent air recovers after jB they can be tagged with the fan and juggled into the rest of the Dm. The fan portion of the dm can’t be blocked or deflected in the air and is very active while it’s on screen.
  • 412D dash under 82, 2C/4A into bnb. There is a 1 frame window during which a landing opponent cannot guard from behind. Dashing under and pressing 82 will turn you around to face to opponent. This is very difficult to do, but highly rewarding.
  • These can work from a ground to air deflect depending on timing and distance from opponent. Most will work after an air to air deflect as well.
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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