-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The Last Blade 2/Zantetsu: Difference between revisions
Jump to navigation
Jump to search
(37 intermediate revisions by 2 users not shown) | |||
Line 11: | Line 11: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 13/1 S 8/0 | |damage= P 13/1 S 8/0 | ||
|startup= | |startup= 4 | ||
|active= 2 | |active= 2 | ||
|recovery= 17 | |recovery= 17 | ||
Line 20: | Line 20: | ||
|cancel= P ○/○ S ○/○ | |cancel= P ○/○ S ○/○ | ||
|tech= Air | |tech= Air | ||
|description=Despite it being -7 this is a great poke. It’s difficult for an opponent to punish it when you are at the edge of its range, though characters with far reaching fast pokes (kaede, moriya, washizuka 5A, akari 2A, and notably | |description=Despite it being -7 this is a great poke. It’s difficult for an opponent to punish it when you are at the edge of its range, though characters with far reaching fast pokes (kaede, moriya, washizuka 5A, akari 2A, and notably Mukuro 6C) can punish you if they are on point with switch guard. Works as anti jump. Can pester opponents with short dashes and this button mixed with 2C but use with caution so you don’t get deflected. Confirms into 646C 214A from any range it hits a grounded opponent. | ||
}} | }} | ||
}} | }} | ||
Line 31: | Line 31: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 13/1 S 8/0 | |damage= P 13/1 S 8/0 | ||
|startup= | |startup= 4 | ||
|active= 3 | |active= 3 | ||
|recovery= 16 | |recovery= 16 | ||
Line 51: | Line 51: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 28/3 S 16/0 | |damage= P 28/3 S 16/0 | ||
|startup= | |startup= 12 | ||
|active= 1 | |active= 1 | ||
|recovery= 28 | |recovery= 28 | ||
Line 71: | Line 71: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 50/6 S 23/0 | |damage= P 50/6 S 23/0 | ||
|startup= | |startup= P20/S14 | ||
|active= 1 | |active= 1 | ||
|recovery= 31 | |recovery= 31 | ||
Line 91: | Line 91: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 13/1 S 11/0 | |damage= P 13/1 S 11/0 | ||
|startup= | |startup= 4 | ||
|active= 4 | |active= 4 | ||
|recovery= 20 | |recovery= 20 | ||
Line 110: | Line 110: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= P19/2 S16/0 | ||
|startup= | |startup= 6 | ||
|active= 2 | |active= 2 | ||
|recovery= 30 | |recovery= 30 | ||
Line 127: | Line 127: | ||
|caption=If you ever need a non air kunai | |caption=If you ever need a non air kunai | ||
this exists (you won’t) | this exists (you won’t) | ||
|name= | |name=3B | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 17/? S 17/? | |damage= P 17/? S 17/? | ||
|startup= | |startup= 17 | ||
|active= ? | |active= ? | ||
|recovery= ? | |recovery= ? | ||
Line 140: | Line 140: | ||
|cancel= P ×/? S ×/? | |cancel= P ×/? S ×/? | ||
|tech= ? | |tech= ? | ||
|description=Hits OTG. Kinda moot because air kunai | |description=Hits OTG. Kinda moot because air kunai exists. | ||
}} | }} | ||
}} | }} | ||
Line 154: | Line 154: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=8/0 | |damage=8/0 | ||
|startup= | |startup=4 | ||
|active=2 | |active=2 | ||
|recovery=15 | |recovery=15 | ||
Line 163: | Line 163: | ||
|cancel=○/○ | |cancel=○/○ | ||
|tech=Air | |tech=Air | ||
|description=Frame advantage on hit from this allows you to link 4A, 5A, or 2C for combo extensions | |description=Frame advantage on hit from this allows you to link 4A, 5A, or 2C for combo extensions. | ||
}} | }} | ||
}} | }} | ||
Line 173: | Line 173: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=28/0 | |damage=28/0 | ||
|startup= | |startup=11 | ||
|active=5 | |active=5 | ||
|recovery=20 | |recovery=20 | ||
Line 182: | Line 182: | ||
|cancel=×/× | |cancel=×/× | ||
|tech=Air | |tech=Air | ||
|description=Likely never going to use this intentionally | |description=Likely never going to use this intentionally. | ||
}} | }} | ||
}} | }} | ||
Line 195: | Line 195: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P 26/3 S 19/0 | |damage=P 26/3 S 19/0 | ||
|startup= | |startup=10 | ||
|active=1 | |active=1 | ||
|recovery=31 | |recovery=31 | ||
Line 204: | Line 204: | ||
|cancel= P ○/○ S ○/○ | |cancel= P ○/○ S ○/○ | ||
|tech=Air | |tech=Air | ||
|description= | |description=Not used much. | ||
}} | }} | ||
}} | }} | ||
Line 214: | Line 214: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P 26/3 S 19/0 | |damage=P 26/3 S 19/0 | ||
|startup= | |startup=10 | ||
|active=3 | |active=3 | ||
|recovery=29 | |recovery=29 | ||
Line 223: | Line 223: | ||
|cancel=P ×/× S ×/× | |cancel=P ×/× S ×/× | ||
|tech=None | |tech=None | ||
|description= | |description= A knockdown you can’t get air kunai from. | ||
}} | }} | ||
}} | }} | ||
Line 235: | Line 235: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 6/0 S 5/0 | |damage= P 6/0 S 5/0 | ||
|startup= | |startup= 4 | ||
|active= 2 | |active= 2 | ||
|recovery= 19 | |recovery= 19 | ||
Line 248: | Line 248: | ||
|header=no | |header=no | ||
|damage= P 6/1 S 5/1 | |damage= P 6/1 S 5/1 | ||
|startup= | |startup= 4 | ||
|active= 2 | |active= 2 | ||
|recovery= 15 | |recovery= 15 | ||
Line 257: | Line 257: | ||
|cancel= P ○/○ S ○/○ | |cancel= P ○/○ S ○/○ | ||
|tech= None | |tech= None | ||
|description=Tap 2A twice for both hits. 2nd hit can be linked to 4/5A, 2C, and 6C as an alternate low starter for combos | |description=*Tap 2A twice for both hits. 2nd hit can be linked to 4/5A, 2C, and 6C as an alternate low starter for combos. | ||
*First 2A by itself is used in optimal speed chains since it has less pushback than 5A5A, allowing you to connect 5B in places you can’t from 5A5A. I.e. 2C 2C 5A 2A 5B always connects while 2C 2C 5A 5A 5B may not | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
LB2_Zantetsu_d+A2.png|2nd hit | LB2_Zantetsu_d+A2.png|2nd hit | ||
Line 271: | Line 272: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 15/1 S 11/0 | |damage= P 15/1 S 11/0 | ||
|startup= | |startup= 13 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
Line 284: | Line 285: | ||
|header=no | |header=no | ||
|damage= P 15/1 S 11/0 | |damage= P 15/1 S 11/0 | ||
|startup= - ( | |startup= - (15 total) | ||
|active= 4 | |active= 4 | ||
|recovery= 28 | |recovery= 28 | ||
Line 302: | Line 303: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Zantetsu_d+C.png | |image=LB2_Zantetsu_d+C.png | ||
|caption= | |caption=I am good at LB2 | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 13/1 S 11/0 | |damage= P 13/1 S 11/0 | ||
|startup= | |startup= 3 | ||
|active= 4 | |active= 4 | ||
|recovery= 12 | |recovery= 12 | ||
Line 328: | Line 328: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 24/3 S 19/0 | |damage= P 24/3 S 19/0 | ||
|startup= | |startup= 9 | ||
|active= 3 | |active= 3 | ||
|recovery= 18 | |recovery= 18 | ||
Line 351: | Line 351: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 13/1 S 11/0 | |damage= P 13/1 S 11/0 | ||
|startup= | |startup= 2 | ||
|active= 6 | |active= 6 | ||
|recovery= | |recovery= | ||
Line 360: | Line 360: | ||
|cancel= P ○/○ S ○/○ | |cancel= P ○/○ S ○/○ | ||
|tech= Air | |tech= Air | ||
|description=Good for any interaction. | |description=*Good for any interaction, and due to its speed it can beat a lot of buttons. You can Ioh (instant overhead) with this after a 2C on anyone. | ||
*This move infamously has a bug tied to it. Inputting air A+C will cancel whatever button you hit into jA’s animation, including its own. Doing air A+C rapidly makes it chain into itself and can create an infinite that works on hit or block when done quick enough against a cornered opponent. '''This is banned in almost every tournament and considered poor manners in casuals, don’t do it''' | |||
}} | }} | ||
}} | }} | ||
Line 371: | Line 372: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 26/3 S 13/0 | |damage= P 26/3 S 13/0 | ||
|startup= | |startup= 11 | ||
|active= 4 | |active= 4 | ||
|recovery= | |recovery= | ||
Line 380: | Line 381: | ||
|cancel= P ○/○ S ○/○ | |cancel= P ○/○ S ○/○ | ||
|tech= Air | |tech= Air | ||
|description=Extremely good cross up | |description=Extremely good and easy to use cross up, one of the best air attacks in game for that purpose. You can cancel this into j236A for pressure or a combo. | ||
}} | }} | ||
}} | }} | ||
Line 391: | Line 392: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 13/1 S 11/0 | |damage= P 13/1 S 11/0 | ||
|startup= | |startup= 6 | ||
|active= 4 | |active= 4 | ||
|recovery= | |recovery= | ||
Line 400: | Line 401: | ||
|cancel= P ○/○ S ○/○ | |cancel= P ○/○ S ○/○ | ||
|tech= Air | |tech= Air | ||
|description=Used in air chains in speed/ex. | |description=*Used in air chains in speed/ex I.e. jA>jC | ||
*can cancel into itself and enable air chains in power mode when inputted as 7C. While not nearly as game breaking as air A+C, it is usually banned in tournaments as it can create an infinite on tall characters, and can be considered bad manners in casuals. | |||
}} | }} | ||
}} | }} | ||
Line 413: | Line 415: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=P 28/- S 22/- | |damage=P 28/- S 22/- | ||
|startup= | |startup=1 | ||
|active= | |active= | ||
|recovery= 33 | |recovery= 33 | ||
Line 438: | Line 440: | ||
|version=Power | |version=Power | ||
|damage=61/- | |damage=61/- | ||
|startup= | |startup= 46~66 | ||
|active= 2 | |active= 2 | ||
|recovery= 44 | |recovery= 44 | ||
Line 453: | Line 455: | ||
|version=Speed/EX | |version=Speed/EX | ||
|damage= 19/0 | |damage= 19/0 | ||
|startup= | |startup=23 | ||
|active= 3 | |active= 3 | ||
|recovery=23 | |recovery=23 | ||
Line 475: | Line 477: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 24/3 S 21/2 | |damage= P 24/3 S 21/2 | ||
|startup= | |startup= 15 | ||
|active= 6 | |active= 6 | ||
|recovery= 3, 23 | |recovery= 3, 23 | ||
Line 484: | Line 486: | ||
|cancel= × | |cancel= × | ||
|tech= Air | |tech= Air | ||
|description=Opponent is launched on hit and you can follow however you like. Can reflect projectiles. Can be jump cancelled into any of his other specials/dm/fandango by putting a 7/8/9 at the end of the input before hitting the button to execute it. I.e. 236A 6469C 214A or 236A 6412369AB | |description= | ||
*Opponent is launched on hit and you can follow however you like. Can reflect projectiles. Can be jump cancelled into any of his other specials/dm/fandango by putting a 7/8/9 at the end of the input and before hitting the button to execute it. I.e. 236A 6469C 214A or 236A 6412369AB | |||
*This move usually has a hard limit tied to it in tournaments, as you can jump cancel it into itself indefinitely in a corner with some dashing in between. | |||
}} | }} | ||
}} | }} | ||
Line 498: | Line 503: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 46 S 23 | |damage= P 46 S 23 | ||
|startup= | |startup= 1 | ||
|active= | |active= | ||
|recovery= 41 | |recovery= 41 | ||
Line 520: | Line 525: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 15/1 S 9/1 | |damage= P 15/1 S 9/1 | ||
|startup= | |startup= P16 S8 | ||
|active= P 3 S 2 | |active= P 3 S 2 | ||
|recovery= | |recovery= | ||
Line 533: | Line 538: | ||
|header=no | |header=no | ||
|damage= P 15/1 S 9/1 | |damage= P 15/1 S 9/1 | ||
|startup= P - ( | |startup= P - (19 total) S - (10 total) | ||
|active= P 4 S 2 | |active= P 4 S 2 | ||
|recovery= | |recovery= | ||
Line 546: | Line 551: | ||
|header=no | |header=no | ||
|damage= P 19/2 S 14/1 | |damage= P 19/2 S 14/1 | ||
|startup= P - ( | |startup= P - (23 total) S - (12 total) | ||
|active= P 4 S 2 | |active= P 4 S 2 | ||
|recovery= P 37 S 18 | |recovery= P 37 S 18 | ||
Line 645: | Line 650: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= Dive kick. Tapping 2C again will make zan do a followup that knocks down vs grounded opponents. If it hits opponents in the air it causes hard knockdown directly. | |description= Dive kick. Tapping 2C again will make zan do a followup that knocks down vs grounded opponents. If it hits opponents in the air it causes hard knockdown directly. Faster in speed/ex | ||
}} | }} | ||
}} | }} | ||
Line 658: | Line 663: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P -/- S -/- | |damage= P -/- S -/- | ||
|startup= | |startup= 5 | ||
|active= 15 | |active= 15 | ||
|recovery= 33 | |recovery= 33 | ||
Line 677: | Line 682: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 39/4 S 33/4 | |damage= P 39/4 S 33/4 | ||
|startup= | |startup= 6 | ||
|active= 4 | |active= 4 | ||
|recovery= 20 | |recovery= 20 | ||
Line 686: | Line 691: | ||
|cancel= × | |cancel= × | ||
|tech= N/A | |tech= N/A | ||
|description='''Dash Slice.''' The games strongest special move. Let’s list | |description='''Dash Slice.''' The games strongest special move. Let’s list why. | ||
*Can hit at both point blank and full screen. | *Can hit at both point blank and full screen. | ||
*Hard knock down | *Hard knock down | ||
Line 708: | Line 713: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 13/1 S 9/1 | |damage= P 13/1 S 9/1 | ||
|startup= | |startup= 15 | ||
|active= 1 | |active= 1 | ||
|recovery= | |recovery= | ||
Line 721: | Line 726: | ||
|header=no | |header=no | ||
|damage= P 19/2 S 16/2 | |damage= P 19/2 S 16/2 | ||
|startup= | |startup= 3 | ||
|active= 2 | |active= 2 | ||
|recovery= 31 | |recovery= 31 | ||
Line 730: | Line 735: | ||
|cancel= × | |cancel= × | ||
|tech= Air | |tech= Air | ||
|description=Overhead. The first hit can be cancelled into any of his other specials or | |description=Overhead. The first hit can be cancelled into any of his other specials, dm, or fandango. Most notably 236A. 1st hit cannot cancel into sdm. Hard knockdown vs airborne opponent. 22f at fastest input from 646C. Generally used after a 5B in speed combos, it’s too slow to connect from light attacks on its own. Can be used as an overhead occasionally. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
LB2_Zantetsu_f+b+f+CB2.png|2nd hit | LB2_Zantetsu_f+b+f+CB2.png|2nd hit | ||
Line 777: | Line 782: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=2 hit dm, you can delay the 2nd hit by holding AB which is required for juggles. First hit causes a stagger | |description=2 hit dm, you can delay the 2nd hit by holding AB which is required for juggles. First hit causes a stagger on a grounded opponent that can be mashed out of; if you use it in a ground combo don’t delay the 2nd hit. If you opponent mashes out and blocks the 2 hit give them some respect and accept your punishment. The first hit is an overhead and can be canceled from 2C in speed/ex, so have fun with that. First hit will also reflect projectiles. You can use it after 236A as a juggle by inputting it as 6412369AB. 2nd hit vs grounded opponents crumples on hit, allowing you to connect a fandango(22A/B, requires desperation status to use both in a combo) and guarantees air kunai otg | ||
}} | }} | ||
}} | }} | ||
Line 790: | Line 795: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 15×2, 15×2, 10×2, 74 | |damage= 15×2, 15×2, 10×2, 74 | ||
|startup= | |startup= 2 | ||
|active= | |active= | ||
|recovery= 42 | |recovery= 42 | ||
Line 799: | Line 804: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=Near instant command grab sdm. Can be combod into up close. If your opponent is in range and throwable when it activates they’re getting grabbed. Can be buffered in a dash for a scary option in pressure. Recovery frames listed are for if it misses. | ||
}} | }} | ||
}} | }} | ||
Line 808: | Line 813: | ||
*Dash A/B, any special, dm, or sdm in power/ex | *Dash A/B, any special, dm, or sdm in power/ex | ||
*5B 646C 214B(1) 236A 6469C 214A j236A/B x2. Jump canceling the 646C is not strictly required for this to work but it makes the timing easier. Optimal meter less damage (and meter gain) after 236A in any mode. | *5B 646C 214B(1) 236A 6469C 214A j236A/B x2. Jump canceling the 646C is not strictly required for this to work but it makes the timing easier. Optimal meter less damage (and meter gain) after 236A in any mode. | ||
*236A | *236A jA j63214C. In speed/ex do jA>jC 63214C | ||
*236A 6412369AB. Jump canceled Dm, works within range of the DM’s first hit. | *236A 6412369AB. Jump canceled Dm, works within range of the DM’s first hit. | ||
*2C 2C 5C 236A, follow up of choice | *2C 2C 5C 236A, follow up of choice | ||
*2C 2C 6C 646C 214A j236A/Bx2 | |||
*2C 2C 2C 5A 646C 214A j236A/Bx2. Bnb in power, effective in any mode. Input 5A as 6A to make canceling into 646C easier. The input looks like 2C 6A46C 214A | *2C 2C 2C 5A 646C 214A j236A/Bx2. Bnb in power, effective in any mode. Input 5A as 6A to make canceling into 646C easier. The input looks like 2C 6A46C 214A | ||
*2A2A 2C 5A 646C 214A j236A/Bx2. Alternate to above combo. | |||
===Power Mode=== | ===Power Mode=== | ||
*2C 2C 5C 214B 641236AB j236A/Bx2 opponent can mash out after 1st hit of the dm, but one example of a dm confirm. | |||
*2C 2C 5C 236A jA 63214C | |||
*2C 2C 2C 6C 641236AB j236A/B (x2). In a corner hold the dm so both hits juggle, anywhere else release the dm immediately. | *2C 2C 2C 6C 641236AB j236A/B (x2). In a corner hold the dm so both hits juggle, anywhere else release the dm immediately. | ||
*2Cx3 5A 646C 214A j236A/Bx2 bnb combo. Putting it here again for reference | *2Cx3 5A 646C 214A j236A/Bx2 bnb combo. Putting it here again for reference | ||
*4A 6321463214B | *4A 6321463214B. Input this as 63214A+C 63214B. If you do the input as 631246A+C 3214B you get 5A xx sdm. | ||
*6C 646C 214A (wiff) jA 63214C. For style, cancel to dash slice immediately. You can also do 632147/9C after if you forgo the jA. Doesn’t work in a corner. | |||
*Cross up JB 2B 6321463214B | *Cross up JB 2B 6321463214B | ||
*2A2A 5A 646C 214A j236A/Bx2 can put a 2C after 2A2A as well. | *2A2A 5A 646C 214A j236A/Bx2 can put a 2C after 2A2A as well. | ||
*jB | *jB j236A 2A2A 2C 5A 2C 6C 623C 3B. Silly corner combo for style | ||
*jB | *jB j236A 2A2A 2C jA j2C + followup, land, j236Ax2. Corner instant overhead combo. Works in all modes, just listing it here. | ||
===EX Mode | ===EX Mode=== | ||
*5A | *5A 2A 5B 6321463214B | ||
*2C 2C 5A 2A 5B 646C 214B(1) 214B 641236AB 22A/B 5A 5B 5C 2C 2A BC 5A link 2C 5A 2A 5B 646C 214B(1) 236A 6469C 214A j236A/Bx2 example of a damage cap combo he can do in ex mode. | *2C 2C 5A 2A 5B 646C 214B(1) 214B 641236AB 22A/B 5A 5B 5C 2C 2A BC 5A link 2C 5A 2A 5B 646C 214B(1) 236A 6469C 214A j236A/Bx2 example of a damage cap combo he can do in ex mode. Note that an astute opponent can mash out of the dm on the ground. Requires desperation | ||
===Power and EX Mode=== | ===Power and EX Mode=== | ||
Line 834: | Line 844: | ||
===Speed and EX Mode=== | ===Speed and EX Mode=== | ||
*Chain to 5B 646C 214A j236A/Bx2. Simple and effective | |||
*2C 2C 5A 2A 5B 646C 214B(1) 236A. After this you have some options (“the rest” on this page) | |||
1. 6469C 214A j.236A/Bx2. Optimal without meter. | |||
2. j.A jC j63214C | |||
3. dash jump jA jB j2C land J.236Ax2 | |||
4. 6412369AB J.236A/Bx2 best for damage with meter. | |||
5. Dash forward 5A and tech chase if they air recover. | |||
*The reason for the 2C 2C 5A 2A 5B sequence is range and push back, 2A here has less pushback and allows you more damage from a 2Cx2 starter. You can connect 646C 214B from this pretty reliably. Another one that works is 2C 5A 5A 5B 646C 214B(1)236A xx the rest. Experiment and find what works best for you. | |||
*Note that if you have full meter you may want to do 2C 2C 5A 5B instead of 2C 2C 5A 2A 5B or you can activate fandango immediately on pressing 2A thanks to the games input buffer. This can be avoided by inputting 2C and 2A as 1C and 1A, it’s good to keep in mind however. | |||
*5A5A 2C 5A 2A 5B 646C 214B(1) 236A 6469C 214A j.236A/Bx2 Optimal route for damage and meter, 124 vs normal characters with a jB starter | |||
*4A 5A 5A 4A 5A 5A 6C 646C 214A j236Bx2 midscreen | |||
*2Cx1-3 236A, the rest. From max range jump cancelled 6469C 214A is the only one that can connect outside a corner (usually) | |||
*2A2A 2Cx2 5A 2A 6C 646C 214A j.236A/Bx2. Midscreen. | |||
*J.B, j.236A 2A2A 2C 5A 5B 646C 214B(1)236A, the rest | |||
*dash B 2B 5BC, the rest | |||
*anti air deflect, 236A 228A/B 5A 5B 5C 2C 2A BC 5A link 2C 5A 2A 5B 646C 214B(1) 236A 6469C 214A j236A/Bx2. You can skip the 2C here and link 5A directly after the fandango. Does a lot of damage and gives you a bunch of meter back. Works anywhere. | |||
*chain to 5B 646C 214B(1)236A 2369A 228A/B 5A 5B 5C 2C BC 5A link 2C 5A 2A 5B 646C 214B(1) 236A 6469C 214A j236Ax2. If rules allow more than one 236A in a row this is a way to combo into fandango for him and get a chunk of meter back. Corner only. | |||
*22A/B 5A 5B 5C 2C 2A 2C 6BC 646C 214A(wiff) 236A, the rest. | |||
*Everything listed here can work in ex mode | |||
===Super Speed Combos=== | ===Super Speed Combos=== | ||
5A 5B 5C 5A 5B 5C 5A 5B 236C | |||
5A 5B 5C 5A 5B 5C 5C 5B 5A 236C Use this one for damage. | |||
5A 5B 5C 2C 2A 2C 6BC | |||
5A 5B 5C 2C 2A BC 5A 5B 236B Use this for combo extensions after BC 5A | |||
{{Navbox LB2}} | {{Navbox LB2}} |
Latest revision as of 21:07, 18 December 2024
Normals
Standing
5A |
---|
4A |
---|
5B |
---|
6B |
---|
5C |
---|
6C |
---|
3B |
---|
Speed Chain
5A>A |
---|
C of A>B>C |
---|
Dashing normals
Check System if you can't get this to come out
Dashing High |
---|
Dashing Low |
---|
Crouching
2A |
---|
2B |
---|
2C |
---|
3C |
---|
- all but low A and low C in Power mode can cancel when crouching
Air
jA |
---|
jB |
---|
jC |
---|
Universal Mechanics
Throw C+D |
---|
5B+C |
---|
Special Moves
Flowing Shadow Fury - 236A
236A |
---|
Devil Drop - 63214C (close in)
63214C |
---|
Spirit Drill - 214B
214B |
---|
Underwater Undulation - 421A
421A |
---|
Mukuro Nui - 236A/B (in air)
J.236A |
---|
J.236B |
---|
Tenma Kyaku - 2C (in air)
J.2C |
---|
Necromancer's Shadow - 646C
646C |
---|
646C > 214A |
---|
646C > 214B |
---|
Oboro Giri - 623C
623C |
---|
Desperation Moves
Steel Crusher - 641236AB
641236AB |
---|
Super Desperation Moves
Dark Hunter - 6321463214B (in close)
6321463214B |
---|
Combos
Any Mode
- jA/C 63214C
- Dash A/B, any special, dm, or sdm in power/ex
- 5B 646C 214B(1) 236A 6469C 214A j236A/B x2. Jump canceling the 646C is not strictly required for this to work but it makes the timing easier. Optimal meter less damage (and meter gain) after 236A in any mode.
- 236A jA j63214C. In speed/ex do jA>jC 63214C
- 236A 6412369AB. Jump canceled Dm, works within range of the DM’s first hit.
- 2C 2C 5C 236A, follow up of choice
- 2C 2C 6C 646C 214A j236A/Bx2
- 2C 2C 2C 5A 646C 214A j236A/Bx2. Bnb in power, effective in any mode. Input 5A as 6A to make canceling into 646C easier. The input looks like 2C 6A46C 214A
- 2A2A 2C 5A 646C 214A j236A/Bx2. Alternate to above combo.
Power Mode
- 2C 2C 5C 214B 641236AB j236A/Bx2 opponent can mash out after 1st hit of the dm, but one example of a dm confirm.
- 2C 2C 5C 236A jA 63214C
- 2C 2C 2C 6C 641236AB j236A/B (x2). In a corner hold the dm so both hits juggle, anywhere else release the dm immediately.
- 2Cx3 5A 646C 214A j236A/Bx2 bnb combo. Putting it here again for reference
- 4A 6321463214B. Input this as 63214A+C 63214B. If you do the input as 631246A+C 3214B you get 5A xx sdm.
- 6C 646C 214A (wiff) jA 63214C. For style, cancel to dash slice immediately. You can also do 632147/9C after if you forgo the jA. Doesn’t work in a corner.
- Cross up JB 2B 6321463214B
- 2A2A 5A 646C 214A j236A/Bx2 can put a 2C after 2A2A as well.
- jB j236A 2A2A 2C 5A 2C 6C 623C 3B. Silly corner combo for style
- jB j236A 2A2A 2C jA j2C + followup, land, j236Ax2. Corner instant overhead combo. Works in all modes, just listing it here.
EX Mode
- 5A 2A 5B 6321463214B
- 2C 2C 5A 2A 5B 646C 214B(1) 214B 641236AB 22A/B 5A 5B 5C 2C 2A BC 5A link 2C 5A 2A 5B 646C 214B(1) 236A 6469C 214A j236A/Bx2 example of a damage cap combo he can do in ex mode. Note that an astute opponent can mash out of the dm on the ground. Requires desperation
Power and EX Mode
- Dash A/B, 214B 641246AB j236A/Bx2
- jB 5A 6321463214B
- jB j.236A 5A 214B 641236AB j236A/Bx2
- jB j236A 6321463214B
- anything not involving a cancelled 6C in power mode will work in ex mode.
Speed and EX Mode
- Chain to 5B 646C 214A j236A/Bx2. Simple and effective
- 2C 2C 5A 2A 5B 646C 214B(1) 236A. After this you have some options (“the rest” on this page)
1. 6469C 214A j.236A/Bx2. Optimal without meter. 2. j.A jC j63214C 3. dash jump jA jB j2C land J.236Ax2 4. 6412369AB J.236A/Bx2 best for damage with meter. 5. Dash forward 5A and tech chase if they air recover.
- The reason for the 2C 2C 5A 2A 5B sequence is range and push back, 2A here has less pushback and allows you more damage from a 2Cx2 starter. You can connect 646C 214B from this pretty reliably. Another one that works is 2C 5A 5A 5B 646C 214B(1)236A xx the rest. Experiment and find what works best for you.
*Note that if you have full meter you may want to do 2C 2C 5A 5B instead of 2C 2C 5A 2A 5B or you can activate fandango immediately on pressing 2A thanks to the games input buffer. This can be avoided by inputting 2C and 2A as 1C and 1A, it’s good to keep in mind however.
- 5A5A 2C 5A 2A 5B 646C 214B(1) 236A 6469C 214A j.236A/Bx2 Optimal route for damage and meter, 124 vs normal characters with a jB starter
- 4A 5A 5A 4A 5A 5A 6C 646C 214A j236Bx2 midscreen
- 2Cx1-3 236A, the rest. From max range jump cancelled 6469C 214A is the only one that can connect outside a corner (usually)
- 2A2A 2Cx2 5A 2A 6C 646C 214A j.236A/Bx2. Midscreen.
- J.B, j.236A 2A2A 2C 5A 5B 646C 214B(1)236A, the rest
- dash B 2B 5BC, the rest
- anti air deflect, 236A 228A/B 5A 5B 5C 2C 2A BC 5A link 2C 5A 2A 5B 646C 214B(1) 236A 6469C 214A j236A/Bx2. You can skip the 2C here and link 5A directly after the fandango. Does a lot of damage and gives you a bunch of meter back. Works anywhere.
- chain to 5B 646C 214B(1)236A 2369A 228A/B 5A 5B 5C 2C BC 5A link 2C 5A 2A 5B 646C 214B(1) 236A 6469C 214A j236Ax2. If rules allow more than one 236A in a row this is a way to combo into fandango for him and get a chunk of meter back. Corner only.
- 22A/B 5A 5B 5C 2C 2A 2C 6BC 646C 214A(wiff) 236A, the rest.
- Everything listed here can work in ex mode
Super Speed Combos
5A 5B 5C 5A 5B 5C 5A 5B 236C 5A 5B 5C 5A 5B 5C 5C 5B 5A 236C Use this one for damage. 5A 5B 5C 2C 2A 2C 6BC 5A 5B 5C 2C 2A BC 5A 5B 236B Use this for combo extensions after BC 5A