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The Last Blade 2/Hyo Amano: Difference between revisions
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==Normals== | ==Normals== | ||
====Standing==== | |||
{{MoveData | |||
|image=LB2_Amano_A.png | |||
|caption=Slower than most B normals | |||
|name=5A | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 12/1 | |||
|startup= 8 | |||
|active= 1 | |||
|recovery= 14 | |||
|state= Any | |||
|frame advantage= +8/-7 | |||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 8/0 | |||
|startup= 8 | |||
|active= 1 | |||
|recovery= 14 | |||
|state= Any | |||
|frame advantage= +8/-7 | |||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
|description=Very slow jab with a gigantic disjoint. Can be decent to poke at the opponent with, but precasting it to wall someone out is often ineffective. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_b+A.png | |||
|caption= | |||
|name=4A | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 12/1 | |||
|startup= 4 | |||
|active= 1 | |||
|recovery= 13 | |||
|state= Any | |||
|frame advantage= +9/-7 | |||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 8/0 | |||
|startup= 4 | |||
|active= 1 | |||
|recovery= 13 | |||
|state= Any | |||
|frame advantage= +9/-6 | |||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
|description=Decently disjointed jab. Fast startup and quick recovery, can serve as a surprisingly decent tool to check hops despite its singular active frame. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_B.png | |||
|caption=You've only got one shot | |||
|name=5B | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 40/5 | |||
|startup= 20 | |||
|active= 2 | |||
|recovery= 47 | |||
|state= Any | |||
|frame advantage= +1/-10 | |||
|meter gain= | |||
|guard= M | |||
|cancel= | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 22/0 | |||
|startup= 17 | |||
|active= 2 | |||
|recovery= 47 | |||
|state= Any | |||
|frame advantage= +1/-19 | |||
|meter gain= | |||
|guard= M | |||
|cancel= | |||
|tech= | |||
|description=An incredibly slow normal that sends Amano into a very lengthy animation if it whiffs. Moves Amano back slightly during startup, so it could be used as a frame trap. Still too risky for the reward in most cases, so it's mostly relegated to niche combo filler. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_B.png | |||
|caption=Well, two shots actually | |||
|name=4B | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 40/4 | |||
|startup= 26 | |||
|active= | |||
|recovery= 28 | |||
|state= Any | |||
|frame advantage= +19/-10 | |||
|meter gain= | |||
|guard= M | |||
|cancel= | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 22/0 | |||
|startup= 21 | |||
|active= | |||
|recovery= 28 | |||
|state= Any | |||
|frame advantage= +19/-1 | |||
|meter gain= | |||
|guard= M | |||
|cancel= | |||
|tech= | |||
|description=Looks the same as 5B, but has longer startup coupled with better recovery and frame advantage. You cannot combo into this move, making it more of a neutral tool. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_BCD.png | |||
|caption=Uhm... free play | |||
|name=1BCD or 5BCD | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 40/4 | |||
|startup= 20 | |||
|active= | |||
|recovery= 28 | |||
|state= Any | |||
|frame advantage= +19/-10 | |||
|meter gain= | |||
|guard= M | |||
|cancel= | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 22/0 | |||
|startup= 17 | |||
|active= | |||
|recovery= 28 | |||
|state= Any | |||
|frame advantage= +19/-1 | |||
|meter gain= | |||
|guard= M | |||
|cancel= | |||
|tech= | |||
|description= This "secret" move has 5B's fast startup and coupled with 4B's good recovery and framedata, making it the best of both worlds. Amazing tool all-around, don't forget to use it. The move can be done with either 1BCD or 5BCD, the way you input the move does not change how it works. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_f+B.png | |||
|hitbox=LB2_Amano_f+B.png | |||
|hitbox2=LB2_Amano_f+B2.png | |||
|caption= | |||
|name=6B | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 13+50/1+6 | |||
|startup= 8 | |||
|active= 2-(22)-2 | |||
|recovery= 44 | |||
|state= Any | |||
|frame advantage= +4/-13 | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 7+19/0+0 | |||
|startup= 4 | |||
|active= 1-(22)-2 | |||
|recovery= 44 | |||
|state= Any | |||
|frame advantage= +4/-16 | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= | |||
|description=Amano charges forwards before smacking the opponent with his stick. The second hit is incredibly slow, however the first hit can occasionally be used as a frame trap. There is a 22f gap between the hits, and will leave a 16/15f opening if the first hit is switch guarded. Not an especially noteworthy normal. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_C.png | |||
|caption= | |||
|name=5C | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 13/1 | |||
|startup= 5 | |||
|active= 2 | |||
|recovery= 17 | |||
|state= Any | |||
|frame advantage= +4/-11 | |||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 11/0 | |||
|startup= 5 | |||
|active= 2 | |||
|recovery= 17 | |||
|state= Any | |||
|frame advantage= +4/-11 | |||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
|description=Hits OTG. Usually 3B is preferred. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_f+C.png | |||
|caption=The greatest mixup | |||
|name=6C | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 19/2 | |||
|startup= 8 | |||
|active= 3 | |||
|recovery= 26 | |||
|state= Any | |||
|frame advantage= -/-20 | |||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 16/0 | |||
|startup= 8 | |||
|active= 3 | |||
|recovery= 26 | |||
|state= Any | |||
|frame advantage= -/-20 | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= | |||
|description= Decently long range normal that leads to a wallbounce on hit. Wildly unsafe on block. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_pBC.png | |||
|caption=Forgot I had this | |||
|name=BC(Power) | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= 61 | |||
|startup= 60~80 | |||
|active= 2 | |||
|recovery= 48 | |||
|state= Any | |||
|frame advantage= KD | |||
|meter gain= | |||
|guard= UB | |||
|cancel= x/x | |||
|tech= | |||
|description=Amano steps back, reveals the true nature of his beloved stick, and slashes at the opponent with a massive unblockable hitbox. Leads to a hard knockdown on hit, pushing the opponent fullscreen. One of the few usable power BC's in the game, it can serve as a decent anti-air and bait many committal pokes for microspacing shenanigans when you have a read. Can be held to delay the startup by up to 20f, enough that you can even bait deflects. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_sBC.png | |||
|caption= | |||
|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=A reactable overhead that staggers crouching opponents or otherwise launches. Can be used as a mixup sparingly. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_df+B.png | |||
|caption= | |||
|name=3B | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 21~27/3 | |||
|startup= 9~99 | |||
|active= 12 | |||
|recovery= 15 | |||
|state= ground | |||
|frame advantage= +2/-18 | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 21~23/0 | |||
|startup= 9~99 | |||
|active= 12 | |||
|recovery= 15 | |||
|state= Ground | |||
|frame advantage= +2/-18 | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= | |||
|description=Hits OTG. Can be delayed by holding the button. Unlike most 3B OTG's, this move can hit standing opponents, allowing you to cover ground techs on reaction by holding the button until the opponent is no longer able to ground tech and reacting to any attempt at getting up. A staple ender for most anything Amano does. | |||
}} | |||
}} | |||
====Crouching==== | |||
{{MoveData | |||
|image=LB2_Amano_d+A.png | |||
|caption=The bread and butter | |||
|name=2A | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 10/1 | |||
|startup= 4 | |||
|active= 1 | |||
|recovery= 20 | |||
|state= Any | |||
|frame advantage= +2/-7 | |||
|meter gain= | |||
|guard= L | |||
|cancel= O/O | |||
|tech= N/A | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 9/0 | |||
|startup= 4 | |||
|active= 1 | |||
|recovery= 20 | |||
|state= Any | |||
|frame advantage= +2/-13 | |||
|meter gain= | |||
|guard= L | |||
|cancel= O/O | |||
|tech= N/A | |||
|description=A fast low that cancels into itself and leads to good damage with or without meter. With its low pushback, it can easily lead into itself or a command grab on block. Serves as the meat of Amano's blockstrings in power, as most characters need a read and good execution in order to do anything besides deflecting out of your pressure. Not quite as strong in speed/EX, but still very practical as a mixup even compared to its chain counterpart. In all modes, this is your go to punish tool at close range, and learning to combo off of it is critical to your success with the character. The window to cancel into another 2A is between frames 8 - 11 (frames 19-22 including hitstop) On block if you cancel into the next 2A at the fastest timing, you are safe to counter attacks that are 4f or more. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_d+B.png | |||
|hitbox=LB2_Amano_d+B.png | |||
|hitbox2=LB2_Amano_d+B2.png | |||
|caption= | |||
|name=2B | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 8+24/1+1 | |||
|startup= 15 | |||
|active= 2-2 | |||
|recovery= 21 | |||
|state= Any | |||
|frame advantage= (+4/-10),(+6/10) | |||
|meter gain= | |||
|guard= M | |||
|cancel= | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 7+19/0+0 | |||
|startup= 15 | |||
|active= 2-2 | |||
|recovery= 21 | |||
|state= Any | |||
|frame advantage= (+4/-16),(+6/-14) | |||
|meter gain= | |||
|guard= M | |||
|cancel= | |||
|tech= | |||
|description=A two hit mid with a decent disjoint. The late hit has solid anti-air priority, allowing you to deny a large portion of the screen from your opponent. However, this move can be risky to throw out as it is very unsafe on block and whiff, and the multihit is prone to uncombo at longer ranges. As such, this move is mostly used either to finish off an overly aggressive opponent or as combo filler. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_d+C.png | |||
|caption= | |||
|name=2C | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 13/1 | |||
|startup= 9 | |||
|active= 3 | |||
|recovery= 13 | |||
|state= | |||
|frame advantage= +7/-8 | |||
|meter gain= | |||
|guard= L | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 11/0 | |||
|startup= 9 | |||
|active= 3 | |||
|recovery= 13 | |||
|state= Any | |||
|frame advantage= +7/-8 | |||
|meter gain= | |||
|guard= L | |||
|cancel= O/O | |||
|tech= | |||
|description= A simple low. Relatively slow compared to 2A, but has a decent disjoint so it can beat a few things that 2A wouldn't. Decent combo filler in any mode thanks to its generous plus frames, but it becomes special cancelable in EX, allowing super confirms from max range. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_df+C.png | |||
|caption= | |||
|name=3C | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 24/3 | |||
|startup= 12 | |||
|active= 16 | |||
|recovery= 20 | |||
|state= Any | |||
|frame advantage= KD/-27 | |||
|meter gain= | |||
|guard= L | |||
|cancel= | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 19/0 | |||
|startup= 12 | |||
|active= 16 | |||
|recovery= 20 | |||
|state= Any | |||
|frame advantage= KD/-27 | |||
|meter gain= | |||
|guard= L | |||
|cancel= | |||
|tech= | |||
|description=An incredibly active slide kick with a good disjoint and solid effective range. Can find great use as a counter poke thanks in combination to its low stature, solid disjoint, and incredible effective range allowing it to beat out both dash ins and many defensive normals. Makes for a poor meaty due to being incredibly unsafe even if timed perfectly, and being reactable at any point it would have granted worthwhile reward compared to his other lows. | |||
}} | |||
}} | |||
''' | ====Air==== | ||
{{MoveData | |||
|image=LB2_Amano_jA.png | |||
|hitbox= LB2_Amano_jA.png | |||
|hitbox2= LB2_Amano_jA2.png | |||
|caption=Good, but you can do better | |||
|name=jA | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 10/1 | |||
|startup= 4 | |||
|active= 4 | |||
|recovery= N/A | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |||
|guard= H | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 9/0 | |||
|startup= 4 | |||
|active= 4 | |||
|recovery= N/A | |||
|state= Any | |||
|frame advantage= +N/A | |||
|meter gain= | |||
|guard= H | |||
|cancel= x/x | |||
|tech= | |||
|description=A solid air-to-air in isolation, however it must compete with your jC and as such almost never sees use. Notably has more cross up potential than jC during the late hit. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_jB.png | |||
|caption=Don't | |||
|name=jB | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 43/5 | |||
|startup= 15 | |||
|active= 2 | |||
|recovery= | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |||
|guard= H | |||
|cancel= | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 16/0 | |||
|startup= 15 | |||
|active= 2 | |||
|recovery= | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |||
|guard= H | |||
|cancel= | |||
|tech= | |||
|description=An incredibly high damage jump in that has a gigantic hitbox. Unfortunately, Amano will trip over his own feet upon landing, leading to almost a full second of grounded recovery. Almost never worth the risk, especially considering that would mean you have to jump without pushing jC. | |||
Completely useless in speed/EX as it doesn't even do that much more damage than your other jump ins. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_jC.png | |||
|caption=Theeeeere we go | |||
|name=jC | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 18/2 | |||
|startup= 4 | |||
|active= 12 | |||
|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= 4 | |||
|active= 12 | |||
|recovery= N/A | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |||
|guard= H | |||
|cancel= x/x | |||
|tech= | |||
|description=Arguably the best jumping normal in the game, this button has absolutely everything and is a cornerstone of Amano's gameplan. It has the greatest horizontal disjoint of any air option in the game, comes out insanely quickly, is among the most active single hit normals in the game at 12f, does above average damage for a jump in, has a small amount of cross up potential, and it doesn't even shift your hurtbox so you don't need to worry about trades. Pretty much any time you enter the air, you should plan on pushing this button on the way down unless you intend to empty hop command grab. Hop 9C is virtually impossible to anti-air without deflects, effectively giving you an IOH or a delayed approach tool that's safe on block and leads to full combo. If spaced correctly, the move is completely safe on switch guard in most matchups even if landing directly on top of a standing opponent, allowing you to play incredibly passively with neutral hop jC (thus also allowing airblocking before you actually push the button). That's not even touching on the move's primary use as an air-to-air, as it will cleanly beat any other air option in the game if spaced properly, and still trades favorably with the overwhelming majority of jumping normals outside of EX. Since the only real counter most characters have to this button is to deflect, Amano is able to easily condition the opponent into eating an empty hop 33C, leading to a massive amount of damage and letting you run your oki. | |||
}} | |||
}} | |||
====Dashing==== | |||
{{MoveData | |||
|image=LB2_Amano_dashinghigh.png | |||
|caption= | |||
|name=Dashing high | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 26/3 | |||
|startup= 16 | |||
|active= 2 | |||
|recovery= 15 | |||
|state= Any | |||
|frame advantage= +12/-10 | |||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 19/0 | |||
|startup= 16 | |||
|active= 2 | |||
|recovery= 15 | |||
|state= Any | |||
|frame advantage= +12/-8 | |||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
|description= A sluggish dashing normal with a great disjoint that can catch a lot of people pushing buttons. Leads to some damage at close range, but is unsafe at block in that range. Unlike most 6[6]A/B's, this move cannot start a speed chain, severely limiting the move's applications in speed/EX mode. Although this move is great in isolation, dash hop jC is almost objectively better at everything this move does. Lots of plus frames on hit, making comboing after it fairly simple. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_dashinglow.png | |||
|caption= | |||
|name=Dashing low | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 23/6 | |||
|startup= 10 | |||
|active= 8 | |||
|recovery= 24 | |||
|state= Any | |||
|frame advantage= KD/-23 | |||
|meter gain= | |||
|guard= L | |||
|cancel= | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 19/0 | |||
|startup= 10 | |||
|active= 8 | |||
|recovery= 24 | |||
|state= Any | |||
|frame advantage= KD/-23 | |||
|meter gain= | |||
|guard= L | |||
|cancel= | |||
|tech= | |||
|description=Basic dashing sweep. Knocks down on hit and has decent range, but overall not very noteworthy. | |||
}} | |||
}} | |||
====Speed chain==== | |||
{{MoveData | |||
|image=LB2_Amano_5aa.png | |||
|caption=Combo filler | |||
|name=5A>5A | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= 8/0 | |||
|startup= 8 | |||
|active= 1 | |||
|recovery= 14 | |||
|state= Any | |||
|frame advantage= +8/-7 | |||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
|description= Great combo filler and a solid empty cancel on the off chance you precast 5a in neutral, but in realistic pressure scenarios 5A>2A is just better due to being a low and coming out faster. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_5a2a.png | |||
|caption=The bread and butter (banana flavor) | |||
|name=5A>2A | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= 9/0 | |||
|startup= 4 | |||
|active= 1 | |||
|recovery= 14 | |||
|state= Any | |||
|frame advantage= +8/-7 | |||
|meter gain= | |||
|guard= L | |||
|cancel= O/O | |||
|tech= | |||
|description= Low poke which is relatively safe on block and chains into the rest of your speed combo if needed. 4A>5A>2A will serve the meat of your pressure in speed, as it's difficult for the opponent to contest without opening themselves up to even more punishing mindgames. Links into 2A rather than canceling. Confirms most of the stuff the non-chain 2a can, enabling some incredibly reliable super confirms in EX mode. Note that you input this with 1A or 2A, inputting 3A gives 2A with stand alone properties (self chain) | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_5a5b.png | |||
|caption=Remember to chain | |||
|name=5A>5B | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= 22/0 | |||
|startup= 16 | |||
|active= 2 | |||
|recovery= 47 | |||
|state= Any | |||
|frame advantage= +1/-19 | |||
|meter gain= | |||
|guard= M | |||
|cancel= | |||
|tech= | |||
|description=Combo filler. Notably moves Amano forward during the startup, leaving you closer to the opponent for the next hit of your chain. Incredibly unsafe on block, and the fact you didn't cancel can be easily reacted to, so don't even try to end a blockstring with this as a joke. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_ABC.png | |||
|caption=Seriously, don't | |||
|name=5A>B>C | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= 28/0 | |||
|startup= 23 | |||
|active= 7 | |||
|recovery= 23 | |||
|state= Any | |||
|frame advantage= -/23 | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= Air | |||
|description=Amano's autocombo ender. Doesn't really lead to anything and costs you an actual ender, don't bother. | |||
}} | |||
}} | |||
==Special Moves== | ==Special Moves== | ||
{{MoveData | |||
|input=623C | |||
|image=LB2_Amano_dp+C.png | |||
|caption=Gotoki na! | |||
|name=Keima's Rage | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 10+10+18+19/1+1+2+2 | |||
|startup= 9 | |||
|active= 1-1-1-1 | |||
|recovery= 44 | |||
|state= Any | |||
|frame advantage= -/-36 | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 7+7+14+14/1+1+1+1 | |||
|startup= 9 | |||
|active= 1-1-1-1 | |||
|recovery= 44 | |||
|state= Any | |||
|frame advantage= -/-36 | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= | |||
|description=A grounded uppercut that can reflect projectiles while also serving as an anti-air. Launches the opponent on hit and does a very solid chunk of damage, making it a prime combo ender after landing a wallbounce. The projectile reflecting property of this move is very situational since it requires a read and Amano is very punishable if you whiff, but it can allow you to immediately win fireball wars in certain matchups despite Amano's lack of a meterless projectile. | |||
}} | |||
}} | |||
{{MoveData | |||
|input=214A | |||
|image=LB2_Amano_qcb+A.png | |||
|caption=The sauce | |||
|name=Windmill | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 19/2 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 14/1 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= | |||
|description=A swing with Amano's sake jug, staggering the opponent on hit. Launches the opponent instead if they were previously staggered in the combo. Amano steps back slightly during the startup and the move has decent horizontal range, so it can find use as a frame trap off select normals. Since the opponent is able to reduce the length of the stagger by mashing left and right, more lengthy blockable conversions should not be relied on, making run up 33C a common follow up from this move. | |||
}} | |||
}} | |||
{{MoveData | |||
|input=616A | |||
|image=LB2_Amano_f+db+f+A.png | |||
|caption=Run... | |||
|name=Piercing Sparrow | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 8+30/1 | |||
|startup= 10 | |||
|active= 18 | |||
|recovery= 15 | |||
|state= Any | |||
|frame advantage= KD/-23 | |||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 7+23/0 | |||
|startup= 10 | |||
|active= 18 | |||
|recovery= 15 | |||
|state= Any | |||
|frame advantage= KD/-23 | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= | |||
|description=Amano runs forwards, and upon hitting the opponent jabs them with his stick to knock them down as he steps behind them. Cancels into super and does a very solid amount of damage, making this your go-to combo ender. If the opponent blocks the first hit, the second hit will not come out, leaving you punishable but at an awkward spacing for the opponent to combo from. Upon hitting an airborn opponent, the second hit will play out but whiff, enabling some unique midscreen setplay compared to 623C at the cost of damage. Can serve as a decent whiff punish from half screen if the opponent is relying on slow pokes. The input 646A also works for this move. | |||
}} | |||
}} | |||
{{MoveData | |||
|input=616B | |||
|image=LB2_Amano_f+db+f+A.png | |||
|caption=Stab | |||
|name=Piercing Sparrow | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 10+46/1 | |||
|startup= 16 | |||
|active= 26 | |||
|recovery= 26 | |||
|state= Any | |||
|frame advantage= KD/-15 | |||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 9+33/0 | |||
|startup= 16 | |||
|active= 26 | |||
|recovery= 26 | |||
|state= Any | |||
|frame advantage= KD/-15 | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= | |||
|description=More or less 616A, but with more range and startup, though it’s still quick enough to combo after 2A at max range. Notably safer on block, but still punishable. The input 646B will also work for this move. | |||
}} | |||
}} | |||
{{MoveData | |||
|input=33C | |||
|image=LB2_Amano_df,df+C.png | |||
|caption=Ora-ora-ora! | |||
|name=Domino Toppler | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 53 | |||
|startup=1 | |||
|active= | |||
|recovery=33 | |||
|state= Any | |||
|frame advantage= KD | |||
|meter gain= | |||
|guard= UB | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 36 | |||
|startup= 1 | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= KD | |||
|meter gain= | |||
|guard= UB | |||
|cancel= x/x | |||
|tech= | |||
|description=Amano reaches directly in front of him for a command grab. Instant in range if the opponent is throwable. Upon successfully landing, he will proceed to headbutt the opponent and knock them away, dealing a large amount of damage and giving you a very advantageous knockdown near the corner. Can also be combo'd into, making it a very strong option off deep jump ins. Recovery frames are when the grab misses | |||
}} | |||
}} | |||
{{MoveData | |||
|input=Mash A | |||
|image=LB2_Amano_mashA.gif | |||
|caption=Roughly 100 slaps | |||
|name=Badger Bash | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= | |||
|frame advantage= | |||
|meter gain= | |||
|guard= M | |||
|cancel= | |||
|tech= | |||
|description=Serving as a rekka of sorts, Amano slaps the opponent multiple times while advancing forwards. Can then be followed up with 236B in order to send the opponent across the screen and tack on a bit of damage. Unlikely for the multihit to uncombo. On block the follow up can either be performed immediately to punish slower characters for mashing or delayed to bait an opponent trying to deflect the final hit, however both options are punishable and can be option selected by most characters. Decent combo ender at point blank when you lack meter. | |||
}} | |||
}} | |||
{{MoveData | |||
|input=236+Start | |||
|image=LB2_Amano_qcf+Start.png | |||
|caption=Exactly one purpose | |||
|name=Choujouhatsu | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= N/A | |||
|startup= | |||
|active= N/A | |||
|recovery= | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |||
|guard= N/A | |||
|cancel= N/A | |||
|tech= N/A | |||
|description=After roughly 2 seconds of taunting the opponent, Amano will gain half a bar of meter. Completely useless in neutral, however after killing the opponent with SDM this move can be performed just before the round ends to get some meter back. | |||
}} | |||
}} | |||
{{MoveData | |||
|input=63214B | |||
* | |image=LB2_Amano_hcb+B.png | ||
|caption=The Swing of swings | |||
|name=Destiny | |||
|data= | |||
{{AttackData-LB2 | |||
|version=Regular | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= | |||
|frame advantage= | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= | |||
|description=Amano steps back and charges a massive swing with his scabbard for as long as you hold the button. Can be canceled entirely by pressing D. Upon releasing, this move will do a massive amount of damage based on how long it was charged. Creates some decent mindgames based on when you release the button, however most are not really worth the effort. | |||
*It’s real use is for meter gain after a 3B otg. 3B 63214B~D | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
LB2_Amano_hcb+B2.png|1st hit | |||
LB2_Amano_hcb+B3.png|2nd hit | |||
</gallery> | |||
}} | |||
{{AttackData-LB2 | |||
|version=Held | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= | |||
|frame advantage= | |||
|meter gain= | |||
|guard= UB | |||
|cancel= x/x | |||
|tech= | |||
|description=*Becomes unblockable and will stun (in all modes) if fully charged. Acts as another super cancel for him when charged long enough in power/ex | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
LB2_Amano_hcb+B4.png|1st hit | |||
LB2_Amano_hcb+B5.png|2nd hit | |||
</gallery> | |||
}} | |||
}} | |||
{{MoveData | |||
|input=63214C | |||
|image=LB2_Amano_hcb+C.png | |||
|caption=An oh so punchable face | |||
|name=Loudmouth | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 32 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= | |||
|frame advantage= | |||
|meter gain= | |||
|guard= N/A | |||
|cancel= | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 21 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard= N/A | |||
|cancel= | |||
|tech= | |||
|description=A simple counter that is cancelable when it hits. Leads to a SSC confirm if used vs an air attack making it incredibly strong in speed/EX. Very punishable if whiffed, so this is primarily used to accentuate your pressure if you know the opponent is trying to mash out. Acts as another super cancel for him that works in any mode (complete with the starfield animation in Power/ex) Sdm can be combod after this as well, and is the only way to combo it. This can be mashed out of however. | |||
Since the stagger can be mashed out of on the ground the only guaranteed followups are immediate 33C, 616A, or 623C. When in doubt use 33C, they aren’t escaping an instant command grab. | |||
}} | |||
}} | |||
==Desperation Moves== | ==Desperation Moves== | ||
{{MoveData | |||
|input=6321463214AB | |||
|image=LB2_Amano_hcb+hcb+AB.png | |||
|caption=Win condition | |||
|name=Checkmate of the Queen | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard= H | |||
|cancel= x/x | |||
|tech= None | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard= H | |||
|cancel= x/x | |||
|tech= None | |||
|description=Amano throws an explosive projectile at his feet, sending the opponent to the sky after a lengthy multihit. Does a massive amount of damage regardless of when it's used in a combo, making this your go-to combo ender whenever you have meter. Does a solid amount of chip, however the lengthy startup makes it very difficult to force the opponent to block it, so usually it's not worth trying to chip out with it as opposed to attempting mixups. | |||
}} | |||
}} | |||
==Super Desperation Moves== | ==Super Desperation Moves== | ||
{{MoveData | |||
|input=6321463214A | |||
|image=LB2_Amano_hcb+hcb+A.png | |||
|caption=More of a bishop really | |||
|name=Checkmate of the Rook | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= 0 | |||
|guard= H | |||
|cancel= x/x | |||
|tech= | |||
|description=Amano launches a fullscreen, air unblockable projectile at an upwards angle. Triggers a cinematic on hit, dealing a massive amount of damage and knocking the opponent down. Due to the slow startup, it requires a very hard read to land and doesn't have any practical combo routes, so it's highly situational. Both versions can be delayed by holding the button used to activate it. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Amano_hcb+hcb+B.png | |||
|caption=Now that's how a rook works | |||
|name=6321463214B | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= 0 | |||
|guard= H | |||
|cancel= x/x | |||
|tech= | |||
|description=Identical to the A version of SDM, except this time the projectile is fired straight ahead. | |||
}} | |||
}} | |||
==Combos== | ==Combos== | ||
===Any Mode=== | ===Any Mode=== | ||
63214C, 33C | |||
2Ax2-4, 616A/B 3B 63214B ~D This is worth learning in any mode | |||
Throw, dash 623C | |||
===Power Mode | ===Power Mode=== | ||
Whatever into 2A 616A/B 6321463214AB. Learn how to do this. 2A links from many buttons and is quick. This is your main damage tool in power mode. | |||
4A, 6C, (dash) 623C | |||
4A, 4A, 2A 616A/B 6321463214AB 3B | |||
BCD dash 4A, 4A, 2A 616A/B 6321463214 3B | |||
===EX Mode Only=== | ===EX Mode Only=== | ||
Any chain combo into 616B 6321463214AB for a ton of damage. Same combos as speed mode otherwise | |||
===Power and EX Mode=== | ===Power and EX Mode=== | ||
2Ax2-4 616A/B 6321463214AB 3B | |||
6321463214A/B 623C 3B. May need to dash before the 623C depending on screen positioning | |||
63214C 6321463214A/B. Stagger from the counter can be mashed out of | |||
===Speed and EX Mode=== | ===Speed and EX Mode=== | ||
4A, 2A, 4A, 5A, 2A, 2B (1) 616B 3B 63214B~D bnb | |||
4A, 2A, 4A, 2A, 5B 616B 3B 63214B~D alternate bnb | |||
BCD, dash then either of the above combos | |||
BCDx2, dash, combo of choice (better damage but more difficult) | |||
63214C 22A/B 5A 5B 5C 5A 5B 5C 5C 5B 236B. Only guaranteed after countering a jump in. | |||
Dash A/B 2B 6B 616A 3B. Corner only for style. 6B 616A is a link. | |||
4A/5A (2A) 5B 22A/B. On hit at point blank this is a true 50/50 fandango setup. 2A can be omitted | |||
BCD 22A/B same as above setup | |||
22B (1) link 4A into combo of choice | |||
===Super Speed Combos=== | ===Super Speed Combos=== | ||
A + B + C + A + B + C + A + B + 236C | |||
A + B + C + A + B + C + C + B + 236B | |||
A + B + C + d C + d C + 6BC | |||
A + B + C + d C + BC + 236B | |||
descriptions about each speed combo routes, dont know about any detail or form around these sections. | |||
1. H, H, H, H, H, H, H, H, H, H, H, H. As all universal routes are, this is worst one by far. don't use this. does only 115 damage and they can block all by standing. | |||
2. H, H, H, H, H, H, Throw, L, H. '''G O T O.''' 167 damage. but it stops at Throw if they blocked. so try to avoid this unless you can hit confirm or on guaranteed situation. | |||
3. H, H, H, L, L, M. You don't have proper follow up for this. don't use this. | |||
4. H, H, H, L, M, Throw, H, H. Your second goto. 148 damage, still beware about Throw part. | |||
{{Navbox LB2}} | {{Navbox LB2}} | ||
[[Category:The Last Blade 2]] | [[Category:The Last Blade 2]] | ||
[[Category:Hyo Amano]] |
Latest revision as of 21:03, 29 March 2024
Normals
Standing
5A |
---|
4A |
---|
5B |
---|
4B |
---|
1BCD or 5BCD |
---|
6B
|
---|
5C |
---|
6C |
---|
BC(Power) |
---|
BC(Speed/EX) |
---|
3B |
---|
Crouching
2A |
---|
2B
|
---|
2C |
---|
3C |
---|
Air
jA
|
---|
jB |
---|
jC |
---|
Dashing
Dashing high |
---|
Dashing low |
---|
Speed chain
5A>5A |
---|
5A>2A |
---|
5A>5B |
---|
5A>B>C |
---|
Special Moves
Keima's Rage 623C |
---|
Windmill 214A |
---|
Piercing Sparrow 616A |
---|
Piercing Sparrow 616B |
---|
Domino Toppler 33C |
---|
Badger Bash Mash A |
---|
Choujouhatsu 236+Start |
---|
Destiny 63214B |
---|
Loudmouth 63214C |
---|
Desperation Moves
Checkmate of the Queen 6321463214AB |
---|
Super Desperation Moves
Checkmate of the Rook 6321463214A |
---|
6321463214B |
---|
Combos
Any Mode
63214C, 33C 2Ax2-4, 616A/B 3B 63214B ~D This is worth learning in any mode Throw, dash 623C
Power Mode
Whatever into 2A 616A/B 6321463214AB. Learn how to do this. 2A links from many buttons and is quick. This is your main damage tool in power mode. 4A, 6C, (dash) 623C 4A, 4A, 2A 616A/B 6321463214AB 3B BCD dash 4A, 4A, 2A 616A/B 6321463214 3B
EX Mode Only
Any chain combo into 616B 6321463214AB for a ton of damage. Same combos as speed mode otherwise
Power and EX Mode
2Ax2-4 616A/B 6321463214AB 3B 6321463214A/B 623C 3B. May need to dash before the 623C depending on screen positioning 63214C 6321463214A/B. Stagger from the counter can be mashed out of
Speed and EX Mode
4A, 2A, 4A, 5A, 2A, 2B (1) 616B 3B 63214B~D bnb 4A, 2A, 4A, 2A, 5B 616B 3B 63214B~D alternate bnb BCD, dash then either of the above combos BCDx2, dash, combo of choice (better damage but more difficult) 63214C 22A/B 5A 5B 5C 5A 5B 5C 5C 5B 236B. Only guaranteed after countering a jump in. Dash A/B 2B 6B 616A 3B. Corner only for style. 6B 616A is a link. 4A/5A (2A) 5B 22A/B. On hit at point blank this is a true 50/50 fandango setup. 2A can be omitted BCD 22A/B same as above setup 22B (1) link 4A into combo of choice
Super Speed Combos
A + B + C + A + B + C + A + B + 236C A + B + C + A + B + C + C + B + 236B A + B + C + d C + d C + 6BC A + B + C + d C + BC + 236B
descriptions about each speed combo routes, dont know about any detail or form around these sections.
1. H, H, H, H, H, H, H, H, H, H, H, H. As all universal routes are, this is worst one by far. don't use this. does only 115 damage and they can block all by standing.
2. H, H, H, H, H, H, Throw, L, H. G O T O. 167 damage. but it stops at Throw if they blocked. so try to avoid this unless you can hit confirm or on guaranteed situation.
3. H, H, H, L, L, M. You don't have proper follow up for this. don't use this.
4. H, H, H, L, M, Throw, H, H. Your second goto. 148 damage, still beware about Throw part.