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The Last Blade 2/Kouryu: Difference between revisions
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{{The Last Blade 2 Character Intro|char=Kouryu|sub=0|content= | |||
== | ==Unlocking== | ||
You can access Kouryu by highlighting Kaede at the character select screen, and pressing C 10 times, B 5 times, and C 4 more times. | You can access Kouryu by highlighting Kaede at the character select screen, and pressing C 10 times, B 5 times, and C 4 more times. If you perform this correctly, you'll hear his voice, then you can select him with A or D. | ||
'''N.B. Kouryu is not playable on the MVS arcade versions of The Last Blade 2''' | |||
==Overview== | |||
The resident boss character of LB2, Kouryu is designed to extremely challenging to fight. Armed with a phenomenal set of fullscreen zoning tools, incredibly high damage output, the fastest dashes in the game, and ludicrous pressure extensions, Kouryu dominates virtually all aspects of the game with ease. | |||
Kouryu is ideally played as a projectile zoner, abusing his 236A and large disjoints to keep the opponent at bay while racking up chip. This gameplan is incredibly effective despite being simple, and Kouryu is still able to go on the offensive when called for. His incredible run and backdash synergize well with his advancing 4A to force the opponent into blocking many safe, high damage mixups. In speed/EX mode he is also capable of starting his offense from mid range by utilizing chains from 5A to repeatedly frame trap the opponent, likely from outside their ideal range. Kouryu's very free-form playstyle makes him very difficult to pin down initially, though his disadvantage state cannot be ignored as he is effectively unable to crouch, making it essential that you have a contingency plan in mind if the opponent successfully defends against you. Despite this, many of Kouryu's moves have massively skewed risk/reward in his favor, so as long as you avoid overextending very few characters can legitimately start their offense in practice. | |||
<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= * Virtually unbeatable fireball (best zoning tools of any mode) | |||
* Gigantic, damaging disjoints | |||
* High mobility | |||
* Easy damage cap combos off hitconfirms | |||
* Safe, multi-layered oki | |||
* Racks up chip safely from anywhere on the screen | |||
* Capable of switching to speed mode at will | |||
|cons = * Large hurtbox and weak recovery rolls leave him susceptable to many character specific forms of pressure | |||
* Maintaining an advantage state is somewhat meter reliant}} | |||
</div> | |||
<div id="movelist-2" class="movelist"><!-- Speed --> | |||
{{ProConTable | |||
|pros=* Virtually unbeatable fireball | |||
* Gigantic, damaging disjoints | |||
* High mobility | |||
* High damage hitconfirms | |||
* Multi-layered oki that allows further pressure even if blocked | |||
* Pseudo block infinite allows for easy pressure resets | |||
* Capable of switching to power mode at will | |||
|cons =* Large hurtbox and weak recovery rolls leave him susceptable to many character specific forms of pressure}} | |||
</div> | |||
<div id="movelist-3" class="movelist"><!-- EX --> | |||
{{ProConTable | |||
|pros=* Same strengths as speed, though with much higher damage and being unable to switch modes | |||
* High guaranteed chip from stray blocked normals/fireballs | |||
|cons =* Large hurtbox and weak recovery rolls leave him susceptable to many character specific forms of pressure | |||
* Notable defense penalty}} | |||
</div> | |||
}} | |||
==Normals== | ==Normals== | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 6 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
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|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= Fairly slow but massive jab that can confirm for an absurd amount of damage in any mode. Primarily used as either a fast poke or to check the opponent after a dash. | |description= Fairly slow but massive jab that can confirm for an absurd amount of damage in any mode. Primarily used as either a fast poke or to check the opponent after a dash. Links to itself and 4A | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 5 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
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|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=Your fastest button, and also your optimal grounded combo starter (when you're not already in a situation to get damage cap off everything else). Best button to mash out of pressure, and makes up the majority of your own stagger pressure. Has solid range so it very consistently links into itself or | |description=Your fastest button, and also your optimal grounded combo starter (when you're not already in a situation to get damage cap off everything else). Best button to mash out of pressure, and makes up the majority of your own stagger pressure. Has solid range so it very consistently links into itself or 5A. In speed/ex when used in chains it move Kouryu forward slightly allowing for some really silly jab chain loops. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 16 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 10 | ||
|active= 4 | |active= 4 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 11 | ||
|active= 3 | |active= 3 | ||
|recovery= | |recovery= | ||
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|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=Wallbounces on hit. Has incredibly short range compared to the rest of your kit, and it's not like Kouryu is starving for damage. Not great | |description=Wallbounces on hit. Has incredibly short range compared to the rest of your kit, and it's not like Kouryu is starving for damage. Not great by it self but 214A rekkas will link to it at most ranges for a big juggle | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=LB2_Kouryu_pBC.png | |image=LB2_Kouryu_pBC.png | ||
|caption= Unfortunately the hitbox is "only" on the sword | |caption= Unfortunately the hitbox is "only" | ||
on the sword | |||
|name=BC(Power) | |name=BC(Power) | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 48-68 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 25 | ||
|active= 3 | |active= 3 | ||
|recovery= | |recovery= | ||
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|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= A universal overhead that will stagger a crouching opponent or otherwise launch them. Has some useful juggle potential | |description= A universal overhead that will stagger a crouching opponent blocking or otherwise launch them. Has some useful juggle potential anywhere thanks to 214A rekkas being able to juggle, giving speed mode strong meterless damage outside a corner. Can also find sparing use as a mixup. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 10 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 16 | ||
|active= 3 | |active= 3 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 7 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 13 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 10 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 13 | ||
|active= 2 | |active= 2 | ||
|recovery=N/A | |recovery=N/A | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 5 | ||
|active= 4 | |active= 4 | ||
|recovery= N/A | |recovery= N/A | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 23 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 1 | ||
|active= 37 | |active= 37 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 15 | ||
|active= 5 | |active= 5 | ||
|recovery= | |recovery= | ||
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|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description= Kouryu reaches with an outstretched hand to injure opponent. If it connects, the opponent explodes. Hits overhead and has cross up potential. Since Kouryu moves backwards slightly during the startup, this can cause real cross ups to be canceled into fake cross ups or another real cross up, making Kouryu's setplay absolutely absurd if left in desperation. Serves as Kouryu's primary combo ender with meter as it does massive damage and combos off rekka in power/EX mode. Has a few applications as a poke or anti-anti-air thanks to its generous hitbox and high damage + knockdown. | ||
Although tight, this can be tiger knee'd. Very safe to throw out with no cost at below 25% health, forcing trades to get into desperation is a pretty viable strategy thanks to this move's existence. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 21 | ||
|active= 1 | |active= 1 | ||
|recovery= | |recovery= | ||
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|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=Kouryu reaches to grab. If grab is successful, tosses opponent across the screen, then damages with sword. Fully armored, even during the recovery. Great to throw into your pressure periodically as a damaging yet low commitment mixup. Additionally can be used as a reversal of sorts, trading the high recovery of a deflect for an unwieldy motion and spending a bar up front. Be warned that some characters can confirm massive damage by abusing the armored recovery to land a ton of unscaled hits before confirming a command grab, leading to effective TODs if the opponent knows the matchup. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 30 | ||
|active= 8 | |active= 8 | ||
|recovery= | |recovery= | ||
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|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=Kouryu uses a deep slash to create a tornado effect if hit connects. Long range, but has hurtbox extension and mediocre damage. Easily the worst of your supers as its range is better contested with other options, and its startup is too slow to be a reliable whiff punish. Can still find use to read select fireballs. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 20 | ||
|active= 1 | |active= 1 | ||
|recovery= | |recovery= | ||
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|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=An upward slash brings down lightning strikes. Phenominal anti-air due to the strong hitbox and high damage. Also fairly safe on air block. Just the existence of this move can force the opponent to play significantly more grounded when Kouryu has meter, especially if he's below 25% health. | ||
}} | }} | ||
}} | }} | ||
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|input=463214B | |input=463214B | ||
|image=LB2_Kouryu_bhcb+B.png | |image=LB2_Kouryu_bhcb+B.png | ||
|caption= | |caption=1000 deaths in a single strike | ||
|name=Ultimate End | |name=Ultimate End | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 180 | |damage= 180 | ||
|startup= | |startup= 23 | ||
|active= 21 | |active= 21 | ||
|recovery= | |recovery= | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= KD/- | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= None | ||
|description= | |description=Kouryu charges forwards, on hit slashing the opponent into the air followed by a dramatic scene of a gigantic spear falling onto the opponent. Large range and will always do enough damage to hit damage cap, even if scaled by jabs. Note that Kouryu continues charging during the recovery, meaning it won't hit full screen despite the animation. Kouryu's damage is already so high this move is pretty much exclusively for style points, however it can be a decent way to close the final round off unchained 2a's. | ||
}} | }} | ||
}} | }} | ||
{{Navbox LB2}} | {{Navbox LB2}} | ||
[[Category:The Last Blade 2]] | [[Category:The Last Blade 2]] |
Latest revision as of 08:20, 20 September 2024
Unlocking
You can access Kouryu by highlighting Kaede at the character select screen, and pressing C 10 times, B 5 times, and C 4 more times. If you perform this correctly, you'll hear his voice, then you can select him with A or D.
N.B. Kouryu is not playable on the MVS arcade versions of The Last Blade 2
Overview
The resident boss character of LB2, Kouryu is designed to extremely challenging to fight. Armed with a phenomenal set of fullscreen zoning tools, incredibly high damage output, the fastest dashes in the game, and ludicrous pressure extensions, Kouryu dominates virtually all aspects of the game with ease.
Kouryu is ideally played as a projectile zoner, abusing his 236A and large disjoints to keep the opponent at bay while racking up chip. This gameplan is incredibly effective despite being simple, and Kouryu is still able to go on the offensive when called for. His incredible run and backdash synergize well with his advancing 4A to force the opponent into blocking many safe, high damage mixups. In speed/EX mode he is also capable of starting his offense from mid range by utilizing chains from 5A to repeatedly frame trap the opponent, likely from outside their ideal range. Kouryu's very free-form playstyle makes him very difficult to pin down initially, though his disadvantage state cannot be ignored as he is effectively unable to crouch, making it essential that you have a contingency plan in mind if the opponent successfully defends against you. Despite this, many of Kouryu's moves have massively skewed risk/reward in his favor, so as long as you avoid overextending very few characters can legitimately start their offense in practice.
Strengths | Weaknesses |
---|---|
|
|
Strengths | Weaknesses |
---|---|
|
|
Strengths | Weaknesses |
---|---|
|
|
Normals
Standing
5A |
---|
4A |
---|
5B |
---|
6B |
---|
5C |
---|
6C |
---|
BC(Power) |
---|
BC(Speed/EX) |
---|
3B |
---|
- A, B, and C can cancel in both Power Mode and Speed Mode
- forward + B (Power and Speed) is not cancellable
- forward + C in Speed Mode is not cancellable
Crouching
2A |
---|
2B |
---|
2C |
---|
3C |
---|
Air
j.A |
---|
j.B |
---|
j.C |
---|
Special Moves
Arrow Show 236A/B |
---|
Big Slash 214C |
---|
Quad Rusher 214A/B(x4) |
---|
Mode Swap BCD |
---|
Desperation Moves
Fire Phoenix Super 641236A (in air) |
---|
Earth Slasher Super 641236B |
---|
Water Tornado Super 641236C |
---|
Lightning Dragon Super 641236D |
---|
Super Desperation Moves
Ultimate End 463214B |
---|