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The Last Blade 2/Genbu no Okina: Difference between revisions
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[[File:okina121.gif|right|frame]] | [[File:okina121.gif|right|frame]] | ||
==Overview== | |||
Largely considered to be the token zoner of the game, Okina relies on fast disjointed pokes and high damage projectiles to whittle down the opponent from mid to long range. Although the majoriy of his kit is unsafe on block, he has access to a combo-able command grab that leads to either strong safe jumps or an opportunity to build space. In addition to this, Okina possesses a pair of unique command grabs at half and full screen respectively in the form of 623B and 623C, letting Okina threaten the opponent from afar even without lifelead. He also has access to some very strong jabs and a teleport that allow him to get away from the opponent even if they do manage to make him block, making him especially slippery and lets you waste precious seconds from the clock. Despite all of this, Okina has a massive deadzone at roughly 2 character lengths ahead which he must constantly play around with either committal approach attempts or fleeing with his surprisingly strong ground mobility, and his lack of damage output can make him reliant on risky plays in neutral or constantly resetting the opponent. Regardless of his weaknesses, Okina has a very unique playstyle which will likely appeal to those looking for a chance to take the game at their own leisure, breaking down the opponent's mentality with a strong keepaway game or an onslaught of infuriating gimmicks. | |||
<br> | |||
<div class="movelist-toggles"> | |||
<div id="movelist-toggle-1" class="movelist-toggle-button"> [[File:Power_Icon.png|50px|link=]]</div> | |||
<div id="movelist-toggle-2" class="movelist-toggle-button"> [[File:Speed_Icon.png|50px|link=]]</div> | |||
<div id="movelist-toggle-3" class="movelist-toggle-button"> [[File:EX_Icon.png|50px|link=]]</div> | |||
</div> | |||
<div id="movelist-1" class="movelist"><!-- Power --> | |||
{{ProConTable | |||
|pros= | |||
* High damage combo-able command grab | |||
* Strong disjointed pokes and projectiles that can easily rack up stun | |||
* Powerful SDM to build space or chip out the opponent | |||
* 2f low that leads to oki (does the most damage in this mode) | |||
|cons= | |||
* Singnificant deadzone between 5A and 623B which forces you to reposition often | |||
* Highly unsafe/reactable mixups beyond safe jumps | |||
* Difficult hitconfirms | |||
}}</div> | |||
<div id="movelist-2" class="movelist"><!-- Speed--> | |||
{{ProConTable | |||
|pros= | |||
* Strong disjoints with good empty cancels | |||
* Long blockstrings with multiple mixes and strong hitconfirms | |||
* Damage cap deflect conversions for 1 bar | |||
* Reset opportunities off nearly any hit of a combo | |||
* 2f low that leads to oki | |||
|cons= | |||
* Significant deadzone between 5a and 623B which forces you to reposition often | |||
* Prone to getting guard canceled often | |||
* Lacks super confirms without deflects or very hard reads | |||
* Turtles can't stun in a match, making them even more unsafe than normal | |||
}}</div> | |||
<div id="movelist-3" class="movelist"><!-- EX --> | |||
{{ProConTable | |||
|pros= | |||
* Long blockstrings with multiple mixes, strong hitconfirms, and a surprising amount of chip | |||
* Powerful SDM to build chip or build distance | |||
* Highest meterless damage of Okina's modes, though only barely off common bnb's | |||
* 2f low that leads to oki | |||
* '''Healthy beard''' | |||
|cons= | |||
* Significant deadzone between 5a and 623B which forces you to reposition often | |||
* Lacks super confirms without deflects or very hard reads | |||
* Prone to getting guard canceled often | |||
* Turtles still can't stun | |||
* Massive defense penalty, exacerbated by Okina's already low base defense | |||
* By extension of the previous point, loses almost every trade imaginable. Especially problematic as this requires using 623B/C instead of 236A/B to punish fireball attempts}} | |||
</div> | |||
==Normals== | ==Normals== | ||
====Standing==== | ====Standing==== | ||
{{MoveData|image= | {{MoveData | ||
{{MoveData|image= | |image=LB2_Okina_A.png | ||
{{MoveData|image= | |caption=The greatest jab | ||
{{MoveData|image= | |name=5A | ||
{{MoveData|image= | |data= | ||
{{MoveData|image= | {{AttackData-LB2 | ||
{{MoveData|image= | |version= Power | ||
{{MoveData|image= | |damage=12/1 | ||
{{MoveData|image= | |startup=4 | ||
|active=2 | |||
|recovery=17 | |||
|state= Any | |||
|frame advantage=+4/-7 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=8/0 | |||
|startup=4 | |||
|active=2 | |||
|recovery=17 | |||
|state= Any | |||
|frame advantage=+4/-11 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= Air | |||
|description=An incredibly fast jab with a giant disjoint that has just as much range as it looks. A phenomenal tool to control space or force the opponent off of you. The biggest issue is the fact that it can't really be hitconfirmed off of in power and it's punishable on block unless canceled. But the latter weakness is somewhat relieved by the move's short duration making it difficult to punish on reaction. Easily one of, if not the single best jab in the game. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_b+A.png | |||
|caption=The other greatest jab | |||
|name=4A | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=12/1 | |||
|startup=4 | |||
|active=3 | |||
|recovery=14 | |||
|state= Any | |||
|frame advantage=+6/-7 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=8/0 | |||
|startup=4 | |||
|active=3 | |||
|recovery=14 | |||
|state= Any | |||
|frame advantage=+6/-9 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= Air | |||
|description=Similar to 5A, but with less range and a bit more combo potential. Usually 5A is preferred outside of punish situations, however the shorter range of this move can make empty cancels off of it more practical. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_B.png | |||
|caption=Pretty active I guess | |||
|name=5B | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=24/3 | |||
|startup=14 | |||
|active=9 | |||
|recovery=24 | |||
|state= Any | |||
|frame advantage=-4/-10 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=16/0 | |||
|startup=14 | |||
|active=9 | |||
|recovery=24 | |||
|state= Any | |||
|frame advantage=-4/-14 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= Air | |||
|description=A very slow normal with a lot of active frames. Occasionally useful for walling out the opponent despite its short hitbox as it can force trades with many advancing specials. This is especially true in power since it will trade well with many attacks. Minus on hit and wildly unsafe on block, so usually reserved for closing rounds. Can be chained into C normals raw in speed/EX. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_f+B.png | |||
|image2=LB2_Okina_f+B2.png | |||
|image3=LB2_Okina_f+B3.png | |||
|caption=Ayo watch this mixup | |||
''whiffs throw and dies'' | |||
|name=6B | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=21[+19]+31/2+4 | |||
|startup=20 | |||
|active=3-(3)-3-(7)-4 | |||
|recovery=23 | |||
|state= Any | |||
|frame advantage=+3/-13 | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=9[+11]+21/0+0 | |||
|startup=12 | |||
|active=3-(3)-3-(7)-4 | |||
|recovery=23 | |||
|state= Any | |||
|frame advantage=+3/-17 | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= Air | |||
|description=Okina rolls onto his back and begins spinning with his fishing poll, leading to a multihit and moving him forward slightly. Since the second hit is behind Okina, you will almost never get all 3. However, that does make this move marginally less susceptible to crossups (but note that the reverse hit is unsafe). There is a significant gap between the first and third hits. Great option to generate resets with speed, as it empty cancels off 4a with remarkable consistency and leaves you plus at a great range. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_C.png | |||
|caption=Engage timer scam protocol | |||
|name=5C | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=10/1 | |||
|startup=6 | |||
|active=6 | |||
|recovery=14 | |||
|state= Any | |||
|frame advantage=+3/-12 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=9/0 | |||
|startup=6 | |||
|active=6 | |||
|recovery=14 | |||
|state= Any | |||
|frame advantage=+3/-12 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= Air | |||
|description=Hits OTG. Deals slightly less damage than most other 5C's, and does less damage than 3B. Regardless, it can find use after a soft knockdown as it doesn't require the opponent to be knocked down before inputting the move, and can also be special canceled to enable certain setups if you have a read. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_f+C.png | |||
|caption=Mighty Genbu, I summon thee | |||
|name=6C | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=17/2 | |||
|startup=6 | |||
|active=5 | |||
|recovery=26 | |||
|state= Any | |||
|frame advantage=-/-22 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= None | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=14/0 | |||
|startup=6 | |||
|active=5 | |||
|recovery=26 | |||
|state= Any | |||
|frame advantage=-/-22 | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= None | |||
|description=Wallbounces on hit, but the range is absolutely terrible and as such can be difficult to land, especially considering the range Okina is ideally playing at. Can sometimes be used at the end of a speed chain to close distance with the opponent due to its ambiguous animation. Only practical way to confirm SDM in a match. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_pBC.png | |||
|caption=I'ma go get some coffee, brb. | |||
|name=BC(Power) | |||
|data= | |||
{{AttackData-LB2 | |||
|damage=59 | |||
|startup=87~117 | |||
|active=4 | |||
|recovery=53 | |||
|state= Any | |||
|frame advantage=KD | |||
|meter gain= | |||
|guard=UB | |||
|cancel= None | |||
|tech= None | |||
|description=An insanely slow unblockable with mediocre range to boot. If you'd like, you can hold the input to delay the hit and make the startup even longer. | |||
: Absolutely useless. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_sBC.png | |||
|image2=LB2_Okina_sBC2.png | |||
|caption=Surprisingly hard to beat head on | |||
|name=BC(Speed/EX) | |||
|data= | |||
{{AttackData-LB2 | |||
|damage=19/0 | |||
|startup=23 | |||
|active=3 | |||
|recovery=25 | |||
|state= Any | |||
|frame advantage=-/-22 | |||
|meter gain= | |||
|guard=H | |||
|cancel= None | |||
|tech= Ground/Air | |||
|description=An overhead that staggers crouching opponents or otherwise launches them. Air techable if juggled into. Deceptive range as Okina steps quite a bit forwards just before the active frames. The late hit can work as an anti-air, but that hitbox is only active for 1f so it's not recommended. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_df+B.png | |||
|caption=Remember 66>3BCD exists | |||
|name=3B | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=21 | |||
|startup=6 | |||
|active=4 | |||
|recovery=18 | |||
|state= Ground | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=N/A | |||
|cancel= x/x | |||
|tech= N/A | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=21 | |||
|startup=6 | |||
|active=4 | |||
|recovery=18 | |||
|state= Ground | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=N/A | |||
|cancel= x/x | |||
|tech= N/A | |||
|description=Hits OTG. Decent range and does good damage, while also enabling option selects against some characters' ground techs. | |||
}} | |||
}} | |||
====Special Taunt==== | |||
{{MoveData | |||
|image=LB2_Okina_Start.png | |||
|caption=Unreactable, unblockable meaties, so powerful that even a mere sneeze can wreak havoc on your fortune! | |||
|name=START | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage= 0 | |||
|startup= 17 | |||
|active= 5 | |||
|recovery= 69 | |||
|state= Any | |||
|frame advantage= -46 | |||
|meter gain= 0 | |||
|guard= UB | |||
|cancel= x | |||
|tech= N/A | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 0 | |||
|startup= 18 | |||
|active= 5 | |||
|recovery= 69 | |||
|state= Any | |||
|frame advantage= -46 | |||
|meter gain= 0 | |||
|guard= UB | |||
|cancel= x | |||
|tech= N/A | |||
|description= A unique taunt with a hitbox tied to it. Serves as a truly unblockable strike, and comes out quickly with a subtle animation, making it unreactable even when used as a meaty. Generally considered unviable for a handful of reasons; such as its lack of damage, stun, or cancel options. Comically unsafe on hit (to the point deflecting this move is less advantageous), and has a fairly poor hitbox. Loses a large chunk of hitstun on counterhit, making it impossible to win trades with this move. | |||
}} | |||
}} | |||
====Crouching==== | ====Crouching==== | ||
{{MoveData|image= | {{MoveData | ||
{{MoveData|image= | |image=LB2_Okina_d+A.png | ||
{{MoveData|image= | |image2=LB2_Okina_d+A2.png | ||
{{MoveData|image= | |caption=Another greatest jab | ||
|name=2A | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=10+6/1+0 | |||
|startup=3 | |||
|active=1-(7)-1 | |||
|recovery=19 | |||
|state= Any | |||
|frame advantage=+3/-7 | |||
|meter gain= | |||
|guard=L | |||
|cancel= o/o | |||
|tech= N/A | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=9+4/0+0 | |||
|startup=3 | |||
|active=1-(7)-1 | |||
|recovery=19 | |||
|state= Any | |||
|frame advantage=+3/-12 | |||
|meter gain= | |||
|guard=L | |||
|cancel= o/o | |||
|tech= N/A | |||
|description=Okina's other god tier jab, it's tied as the fastest jab in the game at 2f startup. Despite its fast startup, it hits low which makes it incredibly difficult to fuzzy guard Okina's jump ins. This move can't be thrown out for free, however, as its long animation will allow the opponent ample time to whiff punish if you miss. Effectively safe on block thanks to how many different ways you can viably cancel out of it. Solid combo starter as well due to how easy it is to cancel out of while also chaining into itself with a generous window to do so. In speed/ex chaining these together on block at the fastest timing leaves you at -1 between 2A’s even with switch guard, making it impossible for you to be poked out. It is possible to be deflected in between 2A’s, but this is unlikely to happen. | |||
In power mode blocking the first hit will prevent the second from coming out. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_d+B.png | |||
|caption=Why does everyone complain about hops so much? | |||
|name=2B | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=21/2 | |||
|startup=8 | |||
|active=2 | |||
|recovery=29 | |||
|state= Any | |||
|frame advantage=-2/-10 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=19/0 | |||
|startup=8 | |||
|active=2 | |||
|recovery=29 | |||
|state= Any | |||
|frame advantage=-2/-22 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= Air | |||
|description=Fast anti-air with a simple input and incredible hitbox. This is made especially useful due to Okina's short height delaying when jump ins hit him. Cancels into C normals raw in speed/EX. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_d+C.png | |||
|image2=LB2_Okina_d+C2.png | |||
|caption=Good meaty in speed, otherwise meh | |||
|name=2C | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=4+6/0+0 | |||
|startup=6 | |||
|active=2-3 | |||
|recovery=22 | |||
|state= Any | |||
|frame advantage=-2/-17 | |||
|meter gain= | |||
|guard= L | |||
|cancel= x/x | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=2+4/0+0 | |||
|startup=6 | |||
|active=2-3 | |||
|recovery=22 | |||
|state= Any | |||
|frame advantage=-2/-17 | |||
|meter gain= | |||
|guard=L | |||
|cancel= o/o | |||
|tech= Air | |||
|description=Really good low in isolation. However, this move doesn't lead to anything combo-wise and is completely outclassed by 2A in almost every foreseeable way. There are a few gimmicks associated with this move due to Okina moving forwards during the animation, but the majority of them are both reactable and unsafe. | |||
Special cancelable on block and hit in speed/EX, allowing for empty cancels into 623a which can make it a more committal and rewarding poke than a spaced 5a. However, as the set up is still reactable on block and requires a unique cancel timing as compared to hit, this is very situational. As a meaty, however, this normal is fantastic as it easily sets up tic throws against neutral wakeup or back roll yet gives you time to meaty a forward roll on whiff. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_df+C.png | |||
|caption=Okina scrub killer #974 | |||
|name=3C | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=19/2 | |||
|startup=6 | |||
|active=2 | |||
|recovery=22 | |||
|state= Any | |||
|frame advantage=KD/-15 | |||
|meter gain= | |||
|guard=L | |||
|cancel= o/o | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=16/0 | |||
|startup=6 | |||
|active=2 | |||
|recovery=22 | |||
|state= Any | |||
|frame advantage=KD/-15 | |||
|meter gain= | |||
|guard=L | |||
|cancel= o/o | |||
|tech= Air | |||
|description=A sweep with good priority but mediocre range. Can be canceled into 623A to immediately follow up with a command grab while still leaving enough time to meaty. If not special canceled, can be linked into OTG 5C or 3B. | |||
}} | |||
}} | |||
====Air==== | ====Air==== | ||
{{MoveData|image= | {{MoveData | ||
{{MoveData|image= | |image=LB2_Okina_jA.png | ||
{{MoveData|image= | |image2=LB2_Okina_jA2.png | ||
* all but | |caption=Oh ''that's'' why they complain so much | ||
|name=j.A | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=13+13/1+1 | |||
|startup=6 | |||
|active=2-(6)-2 | |||
|recovery=N/A | |||
|state= Any | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=11+11/0+0 | |||
|startup=4 | |||
|active=2-(6)-2 | |||
|recovery=N/A | |||
|state= Any | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= Air | |||
|description=A fast multi-hitting normal with strong air-to-air presence. An incredible tool to wall the opponent with a fadeback hop thanks to how large a portion of the screen is painted with priority disjoints, and is also great for extending pressure with forwards hops thanks to leaving you plus on block relatively high in the air compared to most jump ins. This in combination with 2A makes Okina's safe jumps a force to be reckoned with, as they are nearly impossible to fuzzy guard enabling proper high low mixups by landing between the two hits. | |||
: Note that if you land both hits this becomes Okina's most damaging jump in for any mode. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_jB.png | |||
|caption=Tech chased... | |||
|name=j.B | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=24/3 | |||
|startup=13 | |||
|active=5 | |||
|recovery=N/A | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=13/0 | |||
|startup=13 | |||
|active=5 | |||
|recovery=N/A | |||
|state= Any | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= Air | |||
|description= Big hitbox, but has some severe hurtbox extension. Okina's most damaging air-to-air in power, but not generally advised to be used over j.a or j.c when jumping in. | |||
Notably has the greatest downwards range of Okina's jump ins, making it useful to force trades when trying to end a round or get out of specific tech chase situations. | |||
Does less damage than j.a, but scales better. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_jC.png | |||
|caption=...to tech chaser | |||
|name=j.C | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=13/1 | |||
|startup=4 | |||
|active=4 | |||
|recovery= N/A | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=11/0 | |||
|startup=4 | |||
|active=4 | |||
|recovery=N/A | |||
|state= Any | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= Air | |||
|description= Solid anti-air presence compared to Okina's other jumping normals due to the hitbox being positioned higher. Otherwise pretty obsolete thanks to j.A. | |||
}} | |||
}} | |||
====Dashing==== | |||
{{MoveData | |||
|image=LB2_Okina_dashHigh.png | |||
|caption=So slow it wraps around to being good again | |||
|name=Dashing high | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=26/3 | |||
|startup=7 | |||
|active=3 | |||
|recovery=31 | |||
|state= Any | |||
|frame advantage=-5/-10 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=19/0 | |||
|startup=14 | |||
|active=3 | |||
|recovery=24 | |||
|state= Any | |||
|frame advantage=+2/-18 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= Air | |||
|description=Basically a different move between modes. In both cases, the move is nearly useless in neutral since everything done afterwards is unsafe on block and the move is not very rewarding relative to how hard it is to land, but it can be used to punish longer range supers (such as Kaede 21416AB or Hibiki 21416AB) for more damage than a 623B would net you. | |||
Notably, it has enough recovery in speed/EX that you are able to empty cancel 2 follow ups, typically either 2B>3C, 2B>BC, or 5B>63214C. This enables option selects after landing sBC as a launcher in the corner by immediately performing this move after it hits: | |||
*If the opponent ground techs, they will get hit by the 6[6]A allowing for a conversion into HKD or resetting the situation | |||
*If the opponent does not tech, you can attempt a meaty 4a empty canceled into 2A/5A. If they perform regular get up, they will be meatied and you can chain into a mixup. If they forwards or back roll, you will still have time to meaty them with 2A on reaction. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_dashLow.png | |||
|caption=And this one wraps around twice to being terrible | |||
|name=Dashing low | |||
|data= | |||
{{AttackData-LB2 | |||
|version= Power | |||
|damage=26/3 | |||
|startup=10 | |||
|active=3 | |||
|recovery=29 | |||
|state= Any | |||
|frame advantage=KD/-23 | |||
|meter gain= | |||
|guard=L | |||
|cancel= o/o | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage=19/0 | |||
|startup=10 | |||
|active=3 | |||
|recovery=29 | |||
|state= Any | |||
|frame advantage=KD/-23 | |||
|meter gain= | |||
|guard=L | |||
|cancel= o/o | |||
|tech= Air | |||
|description=A dashing sweep which hits low. Can sometimes be used if the opponent is respecting hop j.a too much, but is unsafe and won't lead to much on hit so it should not be relied on. | |||
}} | |||
}} | |||
====Speed chain==== | |||
{{MoveData | |||
|image=LB2_Okina_5aa.png | |||
|image2=LB2_Okina_5aa2.png | |||
|caption=Tactical mashing into the greatest jab | |||
|name=5A>5A | |||
|data= | |||
{{AttackData-LB2 | |||
|damage=5+4/0+0 | |||
|startup=4 | |||
|active=2-(6)-2 | |||
|recovery=12 | |||
|state= Any | |||
|frame advantage=+9/-6 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= Air | |||
|description=Multihit combo filler. Good for hitconfirming due to being relatively safe on block. Can be linked out of in the corner, but it's mostly just for style unless you're ''really'' starving for meter. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_5a2a.png | |||
|image2=LB2_Okina_5a2a2.png | |||
|caption= It's all the greatest jab | |||
|name=5A>2A | |||
|data= | |||
{{AttackData-LB2 | |||
|damage=9+4/0+0 | |||
|startup=4 | |||
|active=1-(6)-1 | |||
|recovery=16 | |||
|state= Any | |||
|frame advantage=+6/-9 | |||
|meter gain= | |||
|guard=L | |||
|cancel= o/o | |||
|tech= N/A | |||
|description=A fast low to chain off 5a. Even more useful cancel properties compared to Okina's normal 2A, but notably can no longer cancel into 2A itself. Usually not as useful as a hitconfirm compared to 5A>5A due to being easier to punish on block without switch guard, but almost always preferred as a hitconfirm against characters that need a switch guard to punish. | |||
*Similiar to Amano if you input this as 3A from 4A/5A you get the stand alone (self chaining) version of 2A | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_5abc.png | |||
|caption=A turtle that's useless for turtling | |||
|name=5A>5B>5C | |||
|data= | |||
{{AttackData-LB2 | |||
|damage=28/0 | |||
|startup=8 | |||
|active=4 | |||
|recovery=25 | |||
|state= Any | |||
|frame advantage=KD/-23 | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= Air | |||
|description=Okina's autocombo ender. Causes a soft knockdown and has greater effective range compared to 3C, but enables less options due to a longer animation and an inability to be canceled. | |||
}} | |||
}} | |||
==Special Moves== | ==Special Moves== | ||
'''Turtle Thrust''' - | '''Turtle Thrust''' - 236A/B/C | ||
{{MoveData | |||
|image=LB2_Okina_qcf+A.png | |||
|caption=Makes D>D good somehow | |||
|name=236A | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard= M | |||
|cancel= None | |||
|tech= Ground/Air | |||
|description=Okina tosses a large turtle which crawls along the ground. Air techable on anti-air hit, but otherwise is a soft knockdown. Serves as a very slow projectile which can catch people trying to punish the B version of this move on reaction. Serves as a decent yet risky counter poke at about a character length away due to effective disjoint. Hits OTG, but leaves you at frame disadvantage upon doing so. | |||
: Has a random chance to summon a "white shell" which will travel faster than normal and deal slightly more damage. However, the turtle travels significantly farther before its OTG hitbox becomes active, making 236A as a whole fairly inconsistent as a combo ender. | |||
: Has a 1/256 chance to summon a large dragon turtle instead which will cover the area directly in front of Okina with a giant hitbox, dealing massive damage with a hard knockdown and still hitting OTG. Note that even the dragon is unsafe on block at close range, and is still a single hit projectile. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_qcf+B.png | |||
|caption=Almost a functional zoning tool | |||
|name=236B | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard= M/H | |||
|cancel= None | |||
|tech= Ground | |||
|description=Okina tosses a turtle in a very wide arc across the stage, hitting overhead on the way down. An incredibly potent anti-air at mid range, but the long animation makes this move very committal. Since most characters can just run directly under this move, you shouldn't be throwing it out haphazardly. Additionally, be warned that this move is punishable on hit at closer ranges as it won't actually cause a juggle state. Deals a significant amount of stun in power, meaning if you plan around it this can serve as a situational anti-air even at close range in said mode. | |||
: Has a random chance to summon a "white shell", which will travel much faster than normal, deal slightly more damage, and travel in a much tighter arc. | |||
: Like the A version, has a 1/256 chance of summoning a dragon which will have the same properties as mentioned above. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_qcf+C.png | |||
|caption=I'm sorry, this is a no-SDM zone | |||
|name=236C | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= N/A | |||
|meter gain= | |||
|guard= UB | |||
|cancel= None | |||
|tech= N/A | |||
|description=Okina tosses a small, red-shelled turtle in a tall arc that will walk back towards him upon landing. If this turtle hits any character, they will be healed slightly. Hits OTG for whatever reason. Note that the turtle technically does negative damage, meaning if you're using an attack when it hits the target will be healed even more thanks to the counter-hit multiplier. | |||
: Has a random chance to summon a "white shell", which will heal slightly more health and almost immediately make contact with the ground, knocking Okina out of the move's recovery, allowing for gimmicky punishes against people trying to react to this move. | |||
: Can still summon the dragon for whatever reason. | |||
}} | |||
}} | |||
'''Turtle Tremor''' - | '''Turtle Tremor''' - 63214A/B | ||
{{MoveData | |||
|image=LB2_Okina_hcb+A.png | |||
|caption=Spinni funni | |||
|name=63214A | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard= M | |||
|cancel= Super (power) | |||
|tech= Air | |||
|description=Okina spins to create a small whirlwind, hitting both sides. Unsafe on block, but can be super canceled in power/EX (although this still won't combo). Hits OTG. Unsafe on hit if the last hit uncombos or the opponent was hit from behind. The last hit creates a pretty strong tech chase situation if you can somehow hit it against an airborne opponent. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_hcb+A.png | |||
|caption=Spinni fun- | |||
Oh they're dead | |||
|name=63214B | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= Crumple/- | |||
|meter gain= | |||
|guard= M | |||
|cancel= Super (power) | |||
|tech= Air | |||
|description= A much slower version of 63214A which will crumple on hit. Incredibly committal, but can be used to bait deflects in certain situations in order to confirm a super/fandango (becomes a link in speed mode). Still unsafe on block, and can hit OTG. Okina's go-to grounded deflect conversion. | |||
}} | |||
}} | |||
'''Tortoise Tromp''' - | '''Tortoise Tromp''' - 63214C | ||
{{MoveData | |||
|image=LB2_Okina_hcb+C.png | |||
|caption=Leap forth bravely, and sing with the song of your people: | |||
Pop quiz! | |||
|name=63214C | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard= H | |||
|cancel= None | |||
|tech= Ground | |||
|description=Okina launches himself forwards in an arc, sending the opponent for a soft knockdown on hit. Can be used as a combo-ender at close range for a surprising amount of damage, or as a committal anti-air in neutral to enable a grounded tech chase. Hits overhead, but is wildly unsafe on block and as such it is not advised to use this move unless you're certain it will land. This move is pretty infamous for forcing a lot of knowledge checks onto the opponent, hitting in strange ways or trading in unpredictable manors that force the opponent into likely unfamiliar territory. | |||
}} | |||
}} | |||
'''Fisherman's Feint''' - | '''Fisherman's Feint''' - 623A/B/C | ||
{{MoveData | |||
|image=LB2_Okina_dp+A.png | |||
|caption=The American reset | |||
|name=623A | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= 14 | |||
|active= 8 | |||
|recovery= 30 | |||
|state= Any | |||
|frame advantage= KD | |||
|meter gain= | |||
|guard= UB | |||
|cancel= None | |||
|tech= None | |||
|description= A relatively long range comboable command grab with noticeable startup. Simple yet staple combo ender that allows for some good oki and OTGs even midscreen. Be wary that some of your normals will push the opponent out of this move's range. In theory pretty much any tic into this besides s2A can be pretty easily fuzzy jumped, but doing so will open the opponent up for all manor of shenanigans. As such it's usually advisable to just guess rather than OS when Okina is in command grab range. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_dp+B.png | |||
|caption=Discount Moriya | |||
|name=623B | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= KD | |||
|meter gain= | |||
|guard= UB | |||
|cancel= None | |||
|tech= None | |||
|description=A long range command grab that reaches roughly half-screen. Causes a hard knockdown and does a decent chunk of damage, allowing you to set up more zoning nonsense on hit. Note that the hitbox is on the turtle's mouth, creating a small deadzone between 623A and this move's range, preventing you from viably threatening a grab at that range. | |||
: Be warned that Moriya can easily teleport through an attempted meaty 623/B on reaction and punish you with a full combo, so don't even bother trying. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_dp+C.png | |||
|caption=Uniroincally good against Kouryu | |||
|name=623C | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= KD | |||
|meter gain= | |||
|guard= UB | |||
|cancel=None | |||
|tech= None | |||
|description= A longer range version of 623B. Due to the longer range, it takes even longer for the turtle to return. Generally you won't be using this move unless the opponent absolutely refuses to move ahead from fullscreen. Notable deadzone between 623B and 623C's ranges, forcing you to reposition often if you wish to react to fireballs. However this mini-game is well worth playing as it inherently forces the opponent to approach. | |||
: Punishes Setsuna's primary SDM setups on reaction, which is funny. | |||
}} | |||
}} | |||
'''Pacificst Pounce''' - | '''Pacificst Pounce''' - 412A/B/C | ||
{{MoveData | |||
|image=LB2_Okina_rdp+A.png | |||
|caption=Feint | |||
|name=421A | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= N/A | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard= N/A | |||
|cancel= Special | |||
|tech= N/A | |||
|description=Okina teleports a full screenlength behind himself. Can be immediately followed up with any normal or special, notably 5a/2a and 236a/b. This is an incredible tool to disengage from the opponent by canceling off another move during a blockstring, as you will likely be made invincible before the opponent leaves blockstun. Is not invincible frame 1, and can be punished committally if the opponent dashes forwards during the move's startup. | |||
: Behaves strangely if the opponent crosses up where Okina was located upon initiating the teleport, so be mindful as to which side you will actually teleport to. Additionally, if your back is in the corner, you will reappear in the same spot making the move function as a proper feint. In that context, 421A>3C just becomes a better version of 421B. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_rdp+B.png | |||
|caption=Earth | |||
|name=421B | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= KD/- | |||
|meter gain= | |||
|guard= L | |||
|cancel= None | |||
|tech= None | |||
|description=Okina teleports in front of the opponent and sweeps them with a turtle. Hits low and causes a hard knockdown, but is fully reactable and as such is rather niche. Can occasionally catch slower fireballs from fullscreen and allow you some good oki upon doing so, but usually this requires 412B to be precast and as such is still often inferior to approaching more slowly. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=LB2_Okina_rdp+C.png | |||
|caption=Heaven | |||
|name=421C | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= KD/- | |||
|meter gain= | |||
|guard= H | |||
|cancel= None | |||
|tech= None | |||
|description=Okina teleports directly above the opponent, dropping down and causing an overhead hit that knocks down airborn opponents. Even slower startup than 623B and doesn't provide any additional reward, however the startup is significantly harder to contest and most characters need frame perfect punishes to get damage. Decent option to close a round as it's very hard to negate the chip. Notably, if your opponent is always attempting to land a dashing normal on reaction to teleports, this move will go straight over it and meet their face to the mud. Not advised as an anti-air as it is prone to whiff when the opponent jumps forwards. | |||
}} | |||
}} | |||
==Desperation Moves== | ==Desperation Moves== | ||
'''Genbu Blast''' - | '''Genbu Blast''' - 641236AB | ||
{{MoveData | |||
|image=LB2_Okina_f+hcf+AB.png | |||
|caption=The greatest blockstring | |||
|name=641236AB | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= Launch/- | |||
|meter gain= | |||
|guard= M | |||
|cancel= None | |||
|tech= Ground | |||
|description=Okina spins and creates a tall, damaging tornado. Very damaging and can do a lot of chip against an opponent without meter, however the slow startup makes it difficult to land. Can find use as an anti-air, but its slow startup and lengthy motion make it impossible to do in reaction to anything. | |||
}} | |||
}} | |||
==Super Desperation Moves== | ==Super Desperation Moves== | ||
'''Rage of Genbu''' - | '''Rage of Genbu''' - 641236B | ||
{{MoveData | |||
|image=LB2_Okina_f+hcf+B.png | |||
|caption=Thank you, Genbu | |||
|name=641236B | |||
|data= | |||
{{AttackData-LB2 | |||
|damage= | |||
|startup= 37 | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= KD/- | |||
|meter gain= | |||
|guard= M | |||
|cancel= None | |||
|tech= None | |||
|description=Okina tosses a dragon turtle straight into the air. Upon leaving the screen, it will plummet onto the opponent's current location. Causes a hard knockdown and OTG's, but has incredibly slow startup. Can give Okina massive comeback potential in power thanks to 6c cancels, but in EX there are no practical ways to confirm this. Outside of combos this move is best used as a committal tech chase, as the turtle has a hitbox as it rises and on hit the opponent will have no way to escape the dragon's decent. | |||
Genbu is not actually a projectile during this super, but rather a very unorthodox strike. As such hitting Okina during the move will immediately delete him. | |||
: Safe on block at max range in most matchups, and does a ton of chip. As such it can occasionally be used to close off a timer-scam attempt after landing a 623B or similar. | |||
*randomly invincible for 2 frames between 15-18f of its startup. | |||
}} | |||
}} | |||
==Combos== | ==Combos== | ||
===Any Mode=== | ===Any Mode=== | ||
* Dash A/B, | * 2A 2A 623A | ||
* Dash A/B, | * Throw, 236A. Opponent can ground tech the throw, if you use this near or in the corner it’s guaranteed damage wether they tech or not. Mid screen it depends on you opponents habits for ground tech. | ||
* j B, | * Dash A/B, 236B | ||
* j B, | * Dash A/B, 63214A | ||
* | * j.B, 5B, 236B | ||
* j.B, 5B, 623A | |||
* 63214B, 641236AB | |||
*Optimal deflect conversion in power, or in speed/EX while flashing without meter | |||
* (Guard cancel) 5D 236A/C | |||
*Builds a ton of distance while dealing decent damage/healing. Primary GC conversion if you intend to run the clock immediately after. | |||
* (Guard cancel) 63214C | |||
*Most damaging of your consistent GC conversions. Leads to oki. | |||
* (Guard cancel) 623A 663BCD | |||
*High damage unblockable reset that gives good oki. Effectively Okina's most damaging GC conversion in any mode, but requires the opponent to be closer than your other go-to's. | |||
*Any 623A landed in the corner can combo into 3B, or midscreen 663BCD | |||
===Power Mode | ===Power Mode=== | ||
* j B, | * j.B, 6C, 641236B | ||
* 4Ax2 5A 623A dash 3B bnb | |||
===Speed and EX Mode=== | ===Speed and EX Mode=== | ||
* j B, | * 5A 6B (enables resets) | ||
* j B, | * j.B, 4A 5A 5A 5B, 6B | ||
* | * j.B, 4A 5B 3C, 5C | ||
* | * Dash A/B, 2B 63214C | ||
* Dash A/B, 2B, BC, (hop) j.A | |||
*Leads to effective tech chases if j.A is landed while the opponent is high enough by following up with 2B canceled into 623A, 421A, 3C, or 63214C. Beware that if the opponent techs and gets hit, Lee and Zan are able to directly punish the 2B on hit unless canceled into 421A, and all characters are theoretically capable of deflecting the 2B. | |||
* j.B, 5A 2B, 63214A | |||
* j.B, 5A 2B, 63214C | |||
* j.B, 5A 5A, 5A 5B 236A (corner only) | |||
* j.B, 5A 5A, 2C 623A, 66 3BCD | |||
* any chain to 2B/5B BC 236A guaranteed damage whether opponent ground techs or stays down. If a fast turtle comes out it will juggle. | |||
* 63214B, 22B (2 hits), A + B + C (2 hits)+ 2C (2 hits) + A + BC + A (2 hits) + 236B | |||
* 63214B, 22B (2 hits), A + B + C (2 hits)+ 2C (2 hits) + A + 2C (2 hits)+ 6BC, (delay) 641236AB | |||
* 63214B, 22B (2 hits), A + B + C (2 hits)+ 2C (2 hits) + A + 2C (2 hits)+ 6BC, (delay) 63214C (corner only) | |||
*Since both this series and SSC 4 do 180 damage against low defense characters in EX, this is preferable as it will lead to a better position compared to SSC 4 | |||
===Super Speed Combos=== | ===Super Speed Combos=== | ||
* A + B + C + A + B + C + A + B + | Some parts of Okina's super speed combos have multiple hits, delaying your input and canceling off the second hit will cause the chain to do overall more damage. | ||
* A + B + C + A + B + C + C + B + | * A + B + C + A + B + C + A + B + 236C | ||
* A + B + C + | : Easy to perform universal SSC, but lacks a second mixup and won't lead to much damage or advantage. Training wheels. | ||
* A + B + C + | * A + B + C + A + B + C + C + B + 236A | ||
: In theory leads to some solid setplay while doing good damage, but it's largely inferior to even your meterless options after a launching SSC. | |||
* A + B + C + 2C + A + 2C + 6BC | |||
: Hits low for a true 50/50 in combination with the next listed SSC. Launches at the end, making this your most damaging route if you have DM on deck. Can also juggle into 63214C, 236B, or sBC which makes this pretty much just a better version of the previous SSC if you have the awareness to use the correct follow up. | |||
* A + B + C + 2C + A + BC + A + 236B | |||
: Hits overhead for a true 50/50 in combination with the previous SSC. If you allow all hits to play out, this is your most damaging route without meter. The last hit launches the opponent a very large distance away and won't even cause a HKD, immediately ending your turn but potentially allowing you to start zoning depending on the matchup. | |||
{{Navbox LB2}} | {{Navbox LB2}} | ||
[[Category:The Last Blade 2]] | [[Category:The Last Blade 2]] | ||
[[Category:Genbu no Okina]] |
Latest revision as of 04:31, 17 April 2024
Overview
Largely considered to be the token zoner of the game, Okina relies on fast disjointed pokes and high damage projectiles to whittle down the opponent from mid to long range. Although the majoriy of his kit is unsafe on block, he has access to a combo-able command grab that leads to either strong safe jumps or an opportunity to build space. In addition to this, Okina possesses a pair of unique command grabs at half and full screen respectively in the form of 623B and 623C, letting Okina threaten the opponent from afar even without lifelead. He also has access to some very strong jabs and a teleport that allow him to get away from the opponent even if they do manage to make him block, making him especially slippery and lets you waste precious seconds from the clock. Despite all of this, Okina has a massive deadzone at roughly 2 character lengths ahead which he must constantly play around with either committal approach attempts or fleeing with his surprisingly strong ground mobility, and his lack of damage output can make him reliant on risky plays in neutral or constantly resetting the opponent. Regardless of his weaknesses, Okina has a very unique playstyle which will likely appeal to those looking for a chance to take the game at their own leisure, breaking down the opponent's mentality with a strong keepaway game or an onslaught of infuriating gimmicks.
Strengths | Weaknesses |
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Strengths | Weaknesses |
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Strengths | Weaknesses |
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Normals
Standing
5A |
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4A |
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5B |
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6B |
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5C |
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6C |
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BC(Power) |
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BC(Speed/EX) |
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3B |
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Special Taunt
START |
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Crouching
2A |
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2B |
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2C |
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3C |
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Air
j.A |
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j.B |
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j.C |
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Dashing
Dashing high |
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Dashing low |
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Speed chain
5A>5A |
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5A>2A |
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5A>5B>5C |
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Special Moves
Turtle Thrust - 236A/B/C
236A |
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236B |
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236C |
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Turtle Tremor - 63214A/B
63214A |
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63214B |
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Tortoise Tromp - 63214C
63214C |
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Fisherman's Feint - 623A/B/C
623A |
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623B |
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623C |
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Pacificst Pounce - 412A/B/C
421A |
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421B |
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421C |
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Desperation Moves
Genbu Blast - 641236AB
641236AB |
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Super Desperation Moves
Rage of Genbu - 641236B
641236B |
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Combos
Any Mode
- 2A 2A 623A
- Throw, 236A. Opponent can ground tech the throw, if you use this near or in the corner it’s guaranteed damage wether they tech or not. Mid screen it depends on you opponents habits for ground tech.
- Dash A/B, 236B
- Dash A/B, 63214A
- j.B, 5B, 236B
- j.B, 5B, 623A
- 63214B, 641236AB
*Optimal deflect conversion in power, or in speed/EX while flashing without meter
- (Guard cancel) 5D 236A/C
*Builds a ton of distance while dealing decent damage/healing. Primary GC conversion if you intend to run the clock immediately after.
- (Guard cancel) 63214C
*Most damaging of your consistent GC conversions. Leads to oki.
- (Guard cancel) 623A 663BCD
*High damage unblockable reset that gives good oki. Effectively Okina's most damaging GC conversion in any mode, but requires the opponent to be closer than your other go-to's. *Any 623A landed in the corner can combo into 3B, or midscreen 663BCD
Power Mode
- j.B, 6C, 641236B
- 4Ax2 5A 623A dash 3B bnb
Speed and EX Mode
- 5A 6B (enables resets)
- j.B, 4A 5A 5A 5B, 6B
- j.B, 4A 5B 3C, 5C
- Dash A/B, 2B 63214C
- Dash A/B, 2B, BC, (hop) j.A
*Leads to effective tech chases if j.A is landed while the opponent is high enough by following up with 2B canceled into 623A, 421A, 3C, or 63214C. Beware that if the opponent techs and gets hit, Lee and Zan are able to directly punish the 2B on hit unless canceled into 421A, and all characters are theoretically capable of deflecting the 2B.
- j.B, 5A 2B, 63214A
- j.B, 5A 2B, 63214C
- j.B, 5A 5A, 5A 5B 236A (corner only)
- j.B, 5A 5A, 2C 623A, 66 3BCD
- any chain to 2B/5B BC 236A guaranteed damage whether opponent ground techs or stays down. If a fast turtle comes out it will juggle.
- 63214B, 22B (2 hits), A + B + C (2 hits)+ 2C (2 hits) + A + BC + A (2 hits) + 236B
- 63214B, 22B (2 hits), A + B + C (2 hits)+ 2C (2 hits) + A + 2C (2 hits)+ 6BC, (delay) 641236AB
- 63214B, 22B (2 hits), A + B + C (2 hits)+ 2C (2 hits) + A + 2C (2 hits)+ 6BC, (delay) 63214C (corner only)
*Since both this series and SSC 4 do 180 damage against low defense characters in EX, this is preferable as it will lead to a better position compared to SSC 4
Super Speed Combos
Some parts of Okina's super speed combos have multiple hits, delaying your input and canceling off the second hit will cause the chain to do overall more damage.
- A + B + C + A + B + C + A + B + 236C
- Easy to perform universal SSC, but lacks a second mixup and won't lead to much damage or advantage. Training wheels.
- A + B + C + A + B + C + C + B + 236A
- In theory leads to some solid setplay while doing good damage, but it's largely inferior to even your meterless options after a launching SSC.
- A + B + C + 2C + A + 2C + 6BC
- Hits low for a true 50/50 in combination with the next listed SSC. Launches at the end, making this your most damaging route if you have DM on deck. Can also juggle into 63214C, 236B, or sBC which makes this pretty much just a better version of the previous SSC if you have the awareness to use the correct follow up.
- A + B + C + 2C + A + BC + A + 236B
- Hits overhead for a true 50/50 in combination with the previous SSC. If you allow all hits to play out, this is your most damaging route without meter. The last hit launches the opponent a very large distance away and won't even cause a HKD, immediately ending your turn but potentially allowing you to start zoning depending on the matchup.