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The Last Blade 2/Shigen Naoe: Difference between revisions

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[[File:Shigen121.gif|right|frame]]
[[File:Shigen121.gif|right|frame]]


==Normals==
====Standing====
{{MoveData
|image=LB2_Shigen_A.png
|caption=Text
|name=5A
|data=
{{AttackData-LB2
|version= Power
|damage= 15/1
|startup= 6
|active= 7
|recovery= 12
|state= Any
|frame advantage= +4/-11
|meter gain=
|guard= M
|cancel= o/o
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 8/0
|startup= 6
|active= 7
|recovery= 12
|state= Any
|frame advantage= +4/-11
|meter gain=
|guard= M
|cancel= o/o
|tech=
|description=A slow jab with a bulky hitbox. Tied for the single most active jab in the game at a whopping 7f, matched only by Shigen's 4a.
}}
}}


=Normals=
{{MoveData
'''Standing'''
|image=LB2_Shigen_b+A.png
* A, B, and C can cancel in both Power Mode and Speed Mode
|caption=Text
* forward + B (Power and Speed) is not cancellable
|name=4A
* forward + C in Speed Mode is not cancellable
|data=
* back + A in Power Mode is not cancellable
{{AttackData-LB2
|version= Power
|damage= 15/1
|startup= 6
|active= 7
|recovery= 9
|state= Any
|frame advantage= +7/-8
|meter gain=
|guard= M
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 8/0
|startup= 6
|active= 7
|recovery= 9
|state= Any
|frame advantage= +7/-8
|meter gain=
|guard= M
|cancel= o/o
|tech=
|description=An incredibly active jab with a sizable disjoint. Incredible tool to wall out opponents as it will catch most hops while out-prioritizing many grounded pokes.
}}
}}


'''Crouching'''
{{MoveData
* all but low B and low C in Power mode can cancel when crouching
|image=LB2_Shigen_B.png
|caption=Text
|name=5B
|data=
{{AttackData-LB2
|version= Power
|damage= 27/3
|startup= 16
|active= 2
|recovery= 24
|state= Any
|frame advantage= +3/-10
|meter gain=
|guard= M
|cancel= o/o
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 16/0
|startup= 16
|active= 2
|recovery= 24
|state= Any
|frame advantage= +3/-17
|meter gain=
|guard= M
|cancel= o/o
|tech=
|description=Primarily used in speed chains. Rebounds on block in power
}}
}}


{{MoveData
|image=LB2_Shigen_f+B.png
|caption=Text
|name=6B
|data=
{{AttackData-LB2
|version= Power
|damage= 50/6
|startup= 20
|active= 5
|recovery= 28
|state= Any
|frame advantage= -3/-13
|meter gain=
|guard= M
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 23/0
|startup= 14
|active= 5
|recovery= 28
|state= Any
|frame advantage= -3/-23
|meter gain=
|guard= M
|cancel= x/x
|tech=
|description=Description.
}}
}}


'''Ground Hits'''
{{MoveData
*df + B
|image=LB2_Shigen_b+B.png
*C
|caption=Pushing buttons, are we?
|name=4B
|data=
{{AttackData-LB2
|version= Power
|damage= 43/5
|startup= 25
|active= 4
|recovery= 34
|state= Any
|frame advantage= KD/-28
|meter gain=
|guard= M
|cancel=
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 31/0
|startup= 17
|active= 2
|recovery= 28
|state= Any
|frame advantage= -3/-20
|meter gain=
|guard= M
|cancel=
|tech=
|description=Basically an entirely new move in either power or speed, but in both cases this move has super armor during startup and can serve as a rather effective anti-air due to it.
Causes Hard Knockdown. Against airborne, you can get run in OTG throw afterward.
}}
}}


{{MoveData
|image=LB2_Shigen_C.png
|caption=Text
|name=5C
|data=
{{AttackData-LB2
|version= Power
|damage= 15/1
|startup= 10
|active= 4
|recovery= 20
|state= Any
|frame advantage= -1/-16
|meter gain=
|guard= M
|cancel= o/o
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 14/0
|startup= 10
|active= 4
|recovery= 20
|state= Any
|frame advantage= -1/-16
|meter gain=
|guard= M
|cancel= o/o
|tech=
|description=Hits OTG.
}}
}}
{{MoveData
|image=LB2_Shigen_f+C.png
|caption=Text
|name=6C
|data=
{{AttackData-LB2
|version= Power
|damage= 8+24/1+3
|startup= 8
|active= 2-3
|recovery= 28
|state= Any
|frame advantage= -/-23
|meter gain=
|guard= M
|cancel= o/o
|tech= None
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 4+21/0+0
|startup= 8
|active= 2-3
|recovery= 28
|state= Any
|frame advantage= -/-23
|meter gain=
|guard= M
|cancel= x/x
|tech= None
|description=A 2 hit normal that will cause a wallbounce on the second hit.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Shigen_6C2.png|2nd hit
</gallery>
}}
}}
{{MoveData
|image=LB2_Shigen_pBC.png
|caption=Text
|name=BC(Power)
|data=
{{AttackData-LB2
|damage= 61
|startup= 46~66
|active= 2
|recovery= 44
|state= Any
|frame advantage= KD
|meter gain=
|guard= UB
|cancel= x/x
|tech= None
|description=An unblockable which can be held to extend the startup and increase damage. Due to the insanely long minimum startup and mediocre rewards, this move is not particularly useful.
}}
}}
{{MoveData
|image=LB2_Shigen_sBC.png
|caption=Text
|name=BC(Speed/EX)
|data=
{{AttackData-LB2
|damage= 19/0
|startup= 23
|active= 3
|recovery= 23
|state= Any
|frame advantage= -/-20
|meter gain=
|guard= H
|cancel= x/x
|tech=
|description=An overhead that will cause a crouching opponent to stagger. Launches otherwise.
}}
}}
{{MoveData
|image=LB2_Shigen_df+B.png
|caption=Text
|name=3C (OTG)
|data=
{{AttackData-LB2
|version= Power
|damage= 26/3
|startup= 21
|active= 1
|recovery= 34
|state= Ground
|frame advantage= N/A
|meter gain=
|guard= N/A
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 21/0
|startup= 21
|active= 1
|recovery= 34
|state= Ground
|frame advantage= N/A
|meter gain=
|guard= N/A
|cancel= x/x
|tech=
|description=Hits OTG.
}}
}}
====Special Taunt====
{{MoveData
|image=LB2_Shigen_Start.png
|caption= A round of applause
|name=START
|data=
{{AttackData-LB2
|damage= 2
|startup= 31
|active= -
|recovery=  -
|state= Any
|frame advantage= -18
|meter gain= -
|guard= UB
|cancel= x
|tech= N/A
|description= A unique taunt with a hitbox tied to it. Technically unblockable, however it can be crouched under (and has slow enough startup for the opponent to do so on reaction). Unsafe on hit. Deals a very slight amount of damage, meaning you can technically end the round with this.
}}
}}
====Crouching====
{{MoveData
|image=LB2_Shigen_d+A.png
|caption=Text
|name=2A
|data=
{{AttackData-LB2
|version= Power
|damage= 15/1
|startup= 6
|active= 5
|recovery= 13
|state= Any
|frame advantage= +5/-10
|meter gain=
|guard= M
|cancel= o/o
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 14/0
|startup= 6
|active= 5
|recovery= 13
|state= Any
|frame advantage= +5/-10
|meter gain=
|guard= M
|cancel= o/o
|tech=
|description=Cancelable 2A in power mode, making it a reliable confirm to 214A 236236AB. Links from 4A, not considered a low attack
}}
}}
{{MoveData
|image=LB2_Shigen_d+B.png
|caption=Text
|name=2B
|data=
{{AttackData-LB2
|version= Power
|damage= 17/2
|startup= 23
|active= 2-2
|recovery= 30
|state= Any
|frame advantage= -5/-10
|meter gain=
|guard= L
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 14/0
|startup= 23
|active= 2-2
|recovery= 30
|state= Any
|frame advantage= -5/-23
|meter gain=
|guard= L
|cancel= o/o
|tech=
|description=A low that's slow enough to become reactable. However, the range on this move can give it some utility as a poke. Can only combo after a dashing A/B in speed or ex mode.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Shigen_2B2.png|2nd hitbox
</gallery>
}}
}}
{{MoveData
|image=LB2_Shigen_d+C.png
|caption=Text
|name=2C
|data=
{{AttackData-LB2
|version= Power
|damage= 15/1
|startup= 6
|active= 3
|recovery= 16
|state= Any
|frame advantage= +4/-11
|meter gain=
|guard= L
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 14/0
|startup= 6
|active= 3
|recovery= 16
|state= Any
|frame advantage= +4/-11
|meter gain=
|guard= L
|cancel= o/o
|tech=
|description=not used a lot but can set up a 632146C on hit in power.
}}
}}
{{MoveData
|image=LB2_Shigen_df+C.png
|caption=Text
|name=3C
|data=
{{AttackData-LB2
|version= Power
|damage= 26/3
|startup= 10
|active= 3
|recovery= 25
|state= Standing/Air
|frame advantage= KD/-19
|meter gain=
|guard= L
|cancel=
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 21/0
|startup= 10
|active= 3
|recovery= 25
|state= Standing/Air
|frame advantage= KD/-19
|meter gain=
|guard= L
|cancel=
|tech=
|description=sees use occasionally in speed chains. Cancelling into 214A on block is common though not entirely safe
}}
}}
====Air====
{{MoveData
|image=LB2_Shigen_jA.png
|caption=Text
|name=jA
|data=
{{AttackData-LB2
|version= Power
|damage= 15/1
|startup= 2
|active= 5
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain=
|guard= H
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 11/0
|startup= 2
|active= 5
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain=
|guard= H
|cancel= x/x
|tech=
|description=The 1f startup on this normal makes it difficult for many characters to contest directly, as they will need to throw out an air-to-air preemptively rather than reacting to the fact you jumped.
}}
}}
{{MoveData
|image=LB2_Shigen_jB.png
|caption=Text
|name=jB
|data=
{{AttackData-LB2
|version= Power
|damage= 30/3
|startup= 16
|active= 2
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain=
|guard= H
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 13/0
|startup= 16
|active= 2
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain=
|guard= H
|cancel= x/x
|tech=
|description= slow to come out and very hard to hit with. You can mix it in to throw off a deflect happy opponent occasionally. If you do hit it on a grounded opponent it can connect to a dashing B attack.
}}
}}
{{MoveData
|image=LB2_Shigen_jC.png
|caption=Text
|name=jC
|data=
{{AttackData-LB2
|version= Power
|damage= 15/1
|startup= 4
|active= 8
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain=
|guard= H
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 11/0
|startup= 4
|active= 8
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain=
|guard= H
|cancel= x/x
|tech=
|description=This move's solid air-to-ground priority and myriad of active frames make it an effective tool for covering a variety of options in the vein of a body splash. Can be used as a cross up
}}
}}
==Special Moves==
'''White Tiger Talon''' - 214A/B
{{MoveData
|image=LB2_Shigen_qcb+A.png
|caption=Text
|name=214A
|data=
{{AttackData-LB2
|damage=
|startup= 18
|active= 2
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Super cancel. Used in power/ex for combos. Knocks down vs air
}}
}}
{{MoveData
|image=LB2_Shigen_qcb+B.png
|caption=Text
|name=214B
|data=
{{AttackData-LB2
|damage=
|startup= 32
|active= 3,3,4
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=B version has super armor, 3rd hit causes knockdown.  Super cancelable on all hits, but you need to cancel by the 2nd hit for the dm to connect. Not used much outside of an occasional anti air. Will combo after 6C near a corner in power or after 214Cx2 in speed/ex if you wanted.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Shigen_qcb+B2.png|2nd hit
LB2_Shigen_qcb+B3.png|3rd hit
</gallery>
}}
}}


=Special Moves=
'''White Tiger Talon''' - qcb + A/B
* Shigen hits with stone hand
* Shigen hits with stone hand
* Super Cancel able
* Super Cancel able
* Causes Hard Knockdown against airborne, allows you to do a run in OTG throw.
'''White Tiger Pounce''' - 214C
{{MoveData
|image=LB2_Shigen_qcb+C.png
|caption=Text
|name=214C
|data=
{{AttackData-LB2
|damage=
|startup= P 28/S 23
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=high damage shoulder attack in power and start of a rekka (214Cx2) in speed/ex. Hard knockdown by itself.
}}
}}
* Follow up with '''Pounce Continued''' (qcb + C) in speed/ex
'''Exploding Spirit Blast''' - 623A
{{MoveData
|image=LB2_Shigen_dp+A.png
|caption=Text
|name=623A
|data=
{{AttackData-LB2
|damage=
|startup= 25
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Crumples on hit, guaranteeing an otg throw after. In speed/ex you can confirm a fandango from this if it hits at point blank.
}}
}}
'''Shout Blast''' - 623B
{{MoveData
|image=LB2_Shigen_dp+B.png
|caption=Text
|name=623B
|data=
{{AttackData-LB2
|damage=
|startup= 20
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Unblockable and undeflectable (is this a word?) anti air grab.
}}
}}
'''Kingfisher Crunch''' 41236 A/B/C (in-close)
{{MoveData
|image=LB2_Shigen_hcf+A.png
|caption=Text
|name=41236A
|data=
{{AttackData-LB2
|damage=
|startup= 10
|active= 1
|recovery= 43
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description= Recovery is when the move misses. Can be used in combos in power mode.
}}
}}


'''White Tiger Pounce''' - qcb + C
{{MoveData
* Shigen hits with shoulder
|image=LB2_Shigen_hcf+B.png
* Follow up with '''Pounce Continued''' (qcb + C)
|caption=Text
|name=41236B
|data=
{{AttackData-LB2
|damage=
|startup= 22
|active= 2
|recovery= 44
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=in power mode this is armored. More range than A version
}}
}}


'''Exploding Spirit Blast''' - dp + A
{{MoveData
'''Shout Blast''' - dp + B
|image=LB2_Shigen_hcf+C.png
* '''Exploding Spirit Blast''' is Shigen hits outward with his hand
|caption=Text
* '''Shout Blast''' is Shigen grabbing his opponent out of the air and slamming them into the ground
|name=41236C
|data=
{{AttackData-LB2
|damage=
|startup= 22
|active= 6
|recovery= 44
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=same speed as B version with longer range.
}}
}}


'''Kingfisher Crunch''' hcf + A/B/C (in-close)
* Shigen gets a hold on opponet and chokes them and slams them to the ground
* Shigen gets a hold on opponet and chokes them and slams them to the ground
* A version can be comboed
* on Power mode, A version can be comboed
* B version invokes Shigen's super armor
* on Power mode, B version invokes Shigen's super armor
* C version is a long-range grab
* C version is a long-range grab


'''Diamond Smasher''' - hcb, f + C (in-close)
'''Diamond Smasher''' - 632146C (in-close)
{{MoveData
|image=LB2_Shigen_hcb+f+C.png
|caption=Text
|name=632146C
|data=
{{AttackData-LB2
|damage=
|startup= 2
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Near instant command grab, has more range in power than speed/ex.
}}
}}
 
* On Power mode, You can combo into it.
* Shigen grabs opponent and throws them into the air, and slams them into the ground
* Shigen grabs opponent and throws them into the air, and slams them into the ground
* From '''Diamond Smasher''', perform '''Kai''' (hcf + A)
* From '''Diamond Smasher''', perform '''Kai''' (41236A) A to break
* From '''Kai''', perform '''Kai''' (qcb + A)
* From '''Kai''', perform '''Kai''' (214A) A to break
* Follow up from '''[1st] Kai''' with '''Retsu''' (qcb + B)
* Follow up from '''[1st] Kai''' with '''Retsu''' (214B) B to break
* Follow up from '''[1st] Kai''' with '''Shinden Taichi''' (hcb, hcb + AB)
* Follow up from '''[1st] Kai''' with '''Shinden Taichi''' (6321463214AB) DM. A to break
* From '''Diamond Smasher''', perform '''Aku''' (hcf + B)
* From '''Diamond Smasher''', perform '''Aku''' (41236B) B to break
* From '''Aku''', perform '''Shou''' (qcb + A)
* From '''Aku''', perform '''Shou''' (214A) A to break
* Follow up from '''Aku''' with '''Da''' (qcb + C)
* Follow up from '''Aku''' with '''Da''' (214C) C to break
* Follow up from '''Aku''' with '''Dohatsu Taiten''' (hcb, hcb + C)
* Follow up from '''Aku''' with '''Dohatsu Taiten''' (6321463214C) sdm requirements for this follow up. Broken out of with C
* Opponent can mash buttons to match what you used. If successful they break the throw. If the opponent breaks out of DM or SDM followups your meter will not be consumed.  Note that mashing all the buttons together isn’t a reliable escape method.
* You can do no follow up to counter opponent's mashing. It will put them into special launch state, can be ground teched, where you can do a run in OTG throw or dash attack to counter tech.
 
==Desperation Moves==
'''Bouko Hyouga''' - 236236AB
{{MoveData
|image=LB2_Shigen_qcf+qcf+AB.png
|caption=Text
|name=236236AB
|data=
{{AttackData-LB2
|damage=
|startup= 22
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Description
}}
}}
 
* Shigen activates his stone armor and dashes shoulder-first against opponent
* Follow up with '''Kyouten Douji''' (6321463214B)
* Follow up with '''Yuuchuu Maisai''' (41236B)
 
'''Inga ouhou''' - 412364AB
{{MoveData
|image=LB2_Shigen_hcf+b+AB.png
|caption=What is damage scaling?
|name=412364AB
|data=
{{AttackData-LB2
|damage= LOL
|startup= 10
|active= 14
|recovery= 28
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description= Shigen crosses his fists in a counter-stance. He has super armor during the startup.  If hit while his arms are being crossed he grabs opponent and smashes them in a pile of spikes for the single highest damage move in the game. Will counter anything physical that hits high or mid (including Moriya’s 214A/B from a distance) will not counter lows or projectiles. The active frames coincide with the dm flash animation for a visual que.
}}
}}
 
'''Destiny's Retribution''' - 6321463214AB
{{MoveData
|image=LB2_Shigen_hcb+hcb+AB.png
|caption=
|name=6321463214AB
|data=
{{AttackData-LB2
|damage=
|startup= 27
|active= 1
|recovery= 36
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Command grab super boasting extended range. Cannot be combod into normally (with a few exceptions). Recovery listed is when it misses
}}
}}
 
==Super Desperation Moves==
'''Fugu Taiten'''
{{MoveData
|image=LB2_Shigen_hcb+hcb+B.png
|caption=Text
|name=6321463214B
|data=
{{AttackData-LB2
|damage=
|startup= P 31/EX 19
|active= 1
|recovery= 35
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Grab boasting incredible range. Starts up faster in EX mode than Power. Ignores damage scaling. Cannot be combod normally (with a few exceptions)
}}
}}
 
==Combos==
===Any Mode===
Dash A/B 214A/623A/214C
jB 5B 214C dash otg CD
Dash A/B 236236AB 41236B/6321463214B
jB 5B 236136AB 41236B/6321463214B
 
===Power Mode===
Dash A/B, 41236A
j B, B, 41236A
j B, B, 632146C, 41236B, 214A, otg CD (if opponent doesn’t air tech)
6C 214C/623B
Dash A/B, 641236C, 41236B, 6321463214C
 
4Ax1/2 2A 214A 236236AB 41236B/6321463214B
4Ax1-3 5A 214A 236236AB 41236B/6321463214B Use this or the above when you have meter.
 
Whatever into 5A/2A/5B/5C 214A 6321463214AB crouching Lee, Setsuna, and Kojiroh only
5B 6321463214B crouching Lee, Setsuna, Kojiroh only


===EX Mode Only===
Dash A/B 2B 214A 236136AB 41236B/6321463214B
jX 4A 5A 5A 5B 214A 236236AB 41236B/6321463214B
JB dash B 2B 6321463214B crouching Lee, Setsuna and Kojiroh only
5A 5B 214A 6321463214AB crouching Lee, Setsuna, and Kojiroh only


===Power and EX Mode===
Dash A/B, 214A 236236AB 41236B/6321463214B
j B B 214A 236236AB 41236B/6321463214B
632146C 41236B 6321463214C. Can be combo’d into on power from anything cancelable. Followups are breakable but the damage it can do is worth going for.


=Desperation Moves=
===Speed and EX Mode===
'''Bouko Hyouga''' - qcf, qcf + AB
4A 5A 5A 5B 214C(x2) 623B bnb outside a corner
* Shigen activates his stone armor and dashes shoulder-first against opponent
4A 5A 5A 5B 214C(x3) otg CD bnb near or in a corner.
* Follow up with '''Kyouten Douji''' (hcb, hcb + B)
Dash A/B 2B 214C(x2) 623B or 214Cx3 otg CD near a corner
* Follow up with '''Yuuchuu Maisai''' (hcf + C)
J.B dash B 2B 214C etc. J.B has just enough hitstun to connect a dashing attack after.
5A 5B 214C etc. use this when you hit 5A from farther away
4A 5A 2A 5B 214C etc. optimal when close
4A 5A 5A 5B 236236AB 6321463214B
JB dash B 2B 6321463214AB crouching Lee, Setsuna and Kojiroh only
5A 5A 5B 6321463214AB crouching Lee, Setsuna, and Kojiroh only


'''Inga ouhou''' - hcf, b + AB
===Guard cancel===
* Shigen crosses his fists in a counter-stance. If hit, he grabs opponent, and puts them in a pile of spikes
412D 623B
412D 214A CD otg
412D 4B CD otg. Optimal for damage


'''Destiny's Retribution''' - hcb, hcb + AB
===Super Speed Combos===
* Shigen grabs opponent, tosses them in the air, slams them into the ground, and pounds on them with stone fists
A + B + C + A + B + C + A + B + 236C
A + B + C + A + B + C + C + 236B
A + B + C + 2C + 2C + 6BC
A + B + C + 2C + BC + 236B


descriptions about each speed combo routes, dont know about any detail or form around these sections.


=Super Desperation Moves=
1. H, H, H, M, H, H, H, H, Throw. As all universal routes are, this is worst one by far. don't use this. does only 113 damage and they can block all by standing.
'''Shinden Taichi'''
'''Dohatsu Taiten'''


2. H, H, H, M, H, H, M, L, L, H. It does somewhat low damage for low route, 125 damage. they can recover after this and it leaves them pretty far away so you lose your offense turn. Don't use this as well. might try some mixup around with latter ones.


=Super Speed Combos=
3. H, H, H, L, H, M. Your goto. it does 115 damage. but you can follow into 4B then OTG throw (CD). it will do 151 damage. highest possible damage for Speed Shigen.
* A + B + C + A + B + C + A + B + qcf C
* A + B + C + A + B + C + C + qcf B
* A + B + C + d C + d C + f BC
* A + B + C + d C + BC + qcf B


4. H, H, H, L, M, H, H, H, H. Your second goto. does less damage than launcher route, 133 damage, but its hard knockdown and has fast enough recovery to add a run up OTG throw. total 146 damage.
{{Navbox LB2}}


=Combos=
[[Category:The Last Blade 2]]
'''Any Mode'''
[[Category:Shigen Naoe]]
* hcb, f C (close-in), hcf A, qcb A
* Dash A/B, qcb A
* j B, B, qcb C, CD
* Dash A/B, qcf, qcf AB, hcf B
* j B, B, qcf, qcf AB, hcf B
'''Power Mode Only'''
* Dash A/B, hcf A
* j B, B, hcf A
* j B, B, hcb, f C, hcf B, qcb A, CD
* Dash A/B, hcb, f C, hcf B, hcb, hcb C
'''EX Mode Only'''
* Dash A/B, B, qcb A, qcf, qcf AB, hcf B
* j B, b A, A, A, B, qcb A, qcf, qcf AB, hcf B
'''Power and EX Mode'''
* Dash A/B, qcb A, qcf, qcf AB, hcf B
* j B, B, qcb A, qcf, qcf AB, hcb, hcb B, CD
* hcb, f C, hcf B, hcb, hcb C, CD
'''Speed and EX Mode'''
* j B, A, B, C, CD
* Dash A/B, BC, qcb A, CD
* Dash A/B, B, qcb C (x2), qcb A, CD
* j B, b A, A, A, B, qcb C (x2), dp B
* j B, b A, A, A, B, qcf, qcf AB, hcf B

Latest revision as of 21:41, 16 October 2023

Normals

Standing

5A
Text
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 15/1 6 7 12 Any +4/-11 - M o/o -
Speed 8/0 6 7 12 Any +4/-11 - M o/o -

A slow jab with a bulky hitbox. Tied for the single most active jab in the game at a whopping 7f, matched only by Shigen's 4a.

4A
Text
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 15/1 6 7 9 Any +7/-8 - M x/x -
Speed 8/0 6 7 9 Any +7/-8 - M o/o -

An incredibly active jab with a sizable disjoint. Incredible tool to wall out opponents as it will catch most hops while out-prioritizing many grounded pokes.

5B
Text
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 27/3 16 2 24 Any +3/-10 - M o/o -
Speed 16/0 16 2 24 Any +3/-17 - M o/o -

Primarily used in speed chains. Rebounds on block in power

6B
Text
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 50/6 20 5 28 Any -3/-13 - M x/x -
Speed 23/0 14 5 28 Any -3/-23 - M x/x -

Description.

4B
Pushing buttons, are we?
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 43/5 25 4 34 Any KD/-28 - M - -
Speed 31/0 17 2 28 Any -3/-20 - M - -

Basically an entirely new move in either power or speed, but in both cases this move has super armor during startup and can serve as a rather effective anti-air due to it. Causes Hard Knockdown. Against airborne, you can get run in OTG throw afterward.

5C
Text
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 15/1 10 4 20 Any -1/-16 - M o/o -
Speed 14/0 10 4 20 Any -1/-16 - M o/o -

Hits OTG.

6C
Text
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 8+24/1+3 8 2-3 28 Any -/-23 - M o/o None
Speed 4+21/0+0 8 2-3 28 Any -/-23 - M x/x None

A 2 hit normal that will cause a wallbounce on the second hit.

BC(Power)
Text
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 46~66 2 44 Any KD - UB x/x None

An unblockable which can be held to extend the startup and increase damage. Due to the insanely long minimum startup and mediocre rewards, this move is not particularly useful.

BC(Speed/EX)
Text
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 3 23 Any -/-20 - H x/x -

An overhead that will cause a crouching opponent to stagger. Launches otherwise.

3C (OTG)
Text
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 21 1 34 Ground N/A - N/A x/x -
Speed 21/0 21 1 34 Ground N/A - N/A x/x -

Hits OTG.

Special Taunt

START
A round of applause
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.
2 31 - - Any -18 - UB x N/A

A unique taunt with a hitbox tied to it. Technically unblockable, however it can be crouched under (and has slow enough startup for the opponent to do so on reaction). Unsafe on hit. Deals a very slight amount of damage, meaning you can technically end the round with this.

Crouching

2A
Text
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 15/1 6 5 13 Any +5/-10 - M o/o -
Speed 14/0 6 5 13 Any +5/-10 - M o/o -

Cancelable 2A in power mode, making it a reliable confirm to 214A 236236AB. Links from 4A, not considered a low attack

2B
Text
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 17/2 23 2-2 30 Any -5/-10 - L x/x -
Speed 14/0 23 2-2 30 Any -5/-23 - L o/o -

A low that's slow enough to become reactable. However, the range on this move can give it some utility as a poke. Can only combo after a dashing A/B in speed or ex mode.

2C
Text
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 15/1 6 3 16 Any +4/-11 - L x/x -
Speed 14/0 6 3 16 Any +4/-11 - L o/o -

not used a lot but can set up a 632146C on hit in power.

3C
Text
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 10 3 25 Standing/Air KD/-19 - L - -
Speed 21/0 10 3 25 Standing/Air KD/-19 - L - -

sees use occasionally in speed chains. Cancelling into 214A on block is common though not entirely safe

Air

jA
Text
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 15/1 2 5 N/A Any N/A - H x/x -
Speed 11/0 2 5 N/A Any N/A - H x/x -

The 1f startup on this normal makes it difficult for many characters to contest directly, as they will need to throw out an air-to-air preemptively rather than reacting to the fact you jumped.

jB
Text
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 30/3 16 2 N/A Any N/A - H x/x -
Speed 13/0 16 2 N/A Any N/A - H x/x -

slow to come out and very hard to hit with. You can mix it in to throw off a deflect happy opponent occasionally. If you do hit it on a grounded opponent it can connect to a dashing B attack.

jC
Text
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 15/1 4 8 N/A Any N/A - H x/x -
Speed 11/0 4 8 N/A Any N/A - H x/x -

This move's solid air-to-ground priority and myriad of active frames make it an effective tool for covering a variety of options in the vein of a body splash. Can be used as a cross up

Special Moves

White Tiger Talon - 214A/B

214A
Text
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.
- 18 2 - - - - - - -

Super cancel. Used in power/ex for combos. Knocks down vs air

214B
Text
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.
- 32 3,3,4 - - - - - - -

B version has super armor, 3rd hit causes knockdown. Super cancelable on all hits, but you need to cancel by the 2nd hit for the dm to connect. Not used much outside of an occasional anti air. Will combo after 6C near a corner in power or after 214Cx2 in speed/ex if you wanted.

  • Shigen hits with stone hand
  • Super Cancel able
  • Causes Hard Knockdown against airborne, allows you to do a run in OTG throw.

White Tiger Pounce - 214C

214C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- P 28/S 23 - - - - - - - -

high damage shoulder attack in power and start of a rekka (214Cx2) in speed/ex. Hard knockdown by itself.

  • Follow up with Pounce Continued (qcb + C) in speed/ex

Exploding Spirit Blast - 623A

623A
Text
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.
- 25 - - - - - - - -

Crumples on hit, guaranteeing an otg throw after. In speed/ex you can confirm a fandango from this if it hits at point blank.

Shout Blast - 623B

623B
Text
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.
- 20 - - - - - - - -

Unblockable and undeflectable (is this a word?) anti air grab.


Kingfisher Crunch 41236 A/B/C (in-close)

41236A
Text
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.
- 10 1 43 - - - - - -

Recovery is when the move misses. Can be used in combos in power mode.

41236B
Text
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.
- 22 2 44 - - - - - -

in power mode this is armored. More range than A version

41236C
Text
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.
- 22 6 44 - - - - - -

same speed as B version with longer range.

  • Shigen gets a hold on opponet and chokes them and slams them to the ground
  • on Power mode, A version can be comboed
  • on Power mode, B version invokes Shigen's super armor
  • C version is a long-range grab

Diamond Smasher - 632146C (in-close)

632146C
Text
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.
- 2 - - - - - - - -

Near instant command grab, has more range in power than speed/ex.

  • On Power mode, You can combo into it.
  • Shigen grabs opponent and throws them into the air, and slams them into the ground
  • From Diamond Smasher, perform Kai (41236A) A to break
  • From Kai, perform Kai (214A) A to break
  • Follow up from [1st] Kai with Retsu (214B) B to break
  • Follow up from [1st] Kai with Shinden Taichi (6321463214AB) DM. A to break
  • From Diamond Smasher, perform Aku (41236B) B to break
  • From Aku, perform Shou (214A) A to break
  • Follow up from Aku with Da (214C) C to break
  • Follow up from Aku with Dohatsu Taiten (6321463214C) sdm requirements for this follow up. Broken out of with C
  • Opponent can mash buttons to match what you used. If successful they break the throw. If the opponent breaks out of DM or SDM followups your meter will not be consumed. Note that mashing all the buttons together isn’t a reliable escape method.
  • You can do no follow up to counter opponent's mashing. It will put them into special launch state, can be ground teched, where you can do a run in OTG throw or dash attack to counter tech.

Desperation Moves

Bouko Hyouga - 236236AB

236236AB
Text
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.
- 22 - - - - - - - -

Description

  • Shigen activates his stone armor and dashes shoulder-first against opponent
  • Follow up with Kyouten Douji (6321463214B)
  • Follow up with Yuuchuu Maisai (41236B)

Inga ouhou - 412364AB

412364AB
What is damage scaling?
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.
LOL 10 14 28 - - - - - -

Shigen crosses his fists in a counter-stance. He has super armor during the startup. If hit while his arms are being crossed he grabs opponent and smashes them in a pile of spikes for the single highest damage move in the game. Will counter anything physical that hits high or mid (including Moriya’s 214A/B from a distance) will not counter lows or projectiles. The active frames coincide with the dm flash animation for a visual que.

Destiny's Retribution - 6321463214AB

6321463214AB
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.
- 27 1 36 - - - - - -

Command grab super boasting extended range. Cannot be combod into normally (with a few exceptions). Recovery listed is when it misses

Super Desperation Moves

Fugu Taiten

6321463214B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- P 31/EX 19 1 35 - - - - - -

Grab boasting incredible range. Starts up faster in EX mode than Power. Ignores damage scaling. Cannot be combod normally (with a few exceptions)

Combos

Any Mode

Dash A/B 214A/623A/214C
jB 5B 214C dash otg CD
Dash A/B 236236AB 41236B/6321463214B
jB 5B 236136AB 41236B/6321463214B

Power Mode

Dash A/B, 41236A
j B, B, 41236A
j B, B, 632146C, 41236B, 214A, otg CD (if opponent doesn’t air tech)
6C 214C/623B
Dash A/B, 641236C, 41236B, 6321463214C
4Ax1/2 2A 214A 236236AB 41236B/6321463214B
4Ax1-3 5A 214A 236236AB 41236B/6321463214B Use this or the above when you have meter. 
Whatever into 5A/2A/5B/5C 214A 6321463214AB crouching Lee, Setsuna, and Kojiroh only
5B 6321463214B crouching Lee, Setsuna, Kojiroh only

EX Mode Only

Dash A/B 2B 214A 236136AB 41236B/6321463214B
jX 4A 5A 5A 5B 214A 236236AB 41236B/6321463214B
JB dash B 2B 6321463214B crouching Lee, Setsuna and Kojiroh only
5A 5B 214A 6321463214AB crouching Lee, Setsuna, and Kojiroh only

Power and EX Mode

Dash A/B, 214A 236236AB 41236B/6321463214B
j B B 214A 236236AB 41236B/6321463214B 
632146C 41236B 6321463214C. Can be combo’d into on power from anything cancelable. Followups are breakable but the damage it can do is worth going for.

Speed and EX Mode

4A 5A 5A 5B 214C(x2) 623B bnb outside a corner
4A 5A 5A 5B 214C(x3) otg CD bnb near or in a corner. 
Dash A/B 2B 214C(x2) 623B or 214Cx3 otg CD near a corner
J.B dash B 2B 214C etc. J.B has just enough hitstun to connect a dashing attack after. 
5A 5B 214C etc. use this when you hit 5A from farther away
4A 5A 2A 5B 214C etc. optimal when close
4A 5A 5A 5B 236236AB 6321463214B
JB dash B 2B 6321463214AB crouching Lee, Setsuna and Kojiroh only
5A 5A 5B 6321463214AB crouching Lee, Setsuna, and Kojiroh only

Guard cancel

412D 623B
412D 214A CD otg
412D 4B CD otg. Optimal for damage

Super Speed Combos

A + B + C + A + B + C + A + B + 236C
A + B + C + A + B + C + C + 236B
A + B + C + 2C + 2C + 6BC
A + B + C + 2C + BC + 236B

descriptions about each speed combo routes, dont know about any detail or form around these sections.

1. H, H, H, M, H, H, H, H, Throw. As all universal routes are, this is worst one by far. don't use this. does only 113 damage and they can block all by standing.

2. H, H, H, M, H, H, M, L, L, H. It does somewhat low damage for low route, 125 damage. they can recover after this and it leaves them pretty far away so you lose your offense turn. Don't use this as well. might try some mixup around with latter ones.

3. H, H, H, L, H, M. Your goto. it does 115 damage. but you can follow into 4B then OTG throw (CD). it will do 151 damage. highest possible damage for Speed Shigen.

4. H, H, H, L, M, H, H, H, H. Your second goto. does less damage than launcher route, 133 damage, but its hard knockdown and has fast enough recovery to add a run up OTG throw. total 146 damage.

The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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