* A, B, and C can cancel in both Power Mode and Speed Mode
|active= 7
* forward + B (Power and Speed) is not cancellable
|recovery= 12
* forward + C in Speed Mode is not cancellable
|state= Any
* back + A in Power Mode is not cancellable
|frame advantage= +4/-11
|meter gain=
|guard= M
|cancel= o/o
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 8/0
|startup= 6
|active= 7
|recovery= 12
|state= Any
|frame advantage= +4/-11
|meter gain=
|guard= M
|cancel= o/o
|tech=
|description=A slow jab with a bulky hitbox. Tied for the single most active jab in the game at a whopping 7f, matched only by Shigen's 4a.
}}
}}
{{MoveData
|image=LB2_Shigen_b+A.png
|caption=Text
|name=4A
|data=
{{AttackData-LB2
|version= Power
|damage= 15/1
|startup= 6
|active= 7
|recovery= 9
|state= Any
|frame advantage= +7/-8
|meter gain=
|guard= M
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 8/0
|startup= 6
|active= 7
|recovery= 9
|state= Any
|frame advantage= +7/-8
|meter gain=
|guard= M
|cancel= o/o
|tech=
|description=An incredibly active jab with a sizable disjoint. Incredible tool to wall out opponents as it will catch most hops while out-prioritizing many grounded pokes.
}}
}}
{{MoveData
|image=LB2_Shigen_B.png
|caption=Text
|name=5B
|data=
{{AttackData-LB2
|version= Power
|damage= 27/3
|startup= 16
|active= 2
|recovery= 24
|state= Any
|frame advantage= +3/-10
|meter gain=
|guard= M
|cancel= o/o
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 16/0
|startup= 16
|active= 2
|recovery= 24
|state= Any
|frame advantage= +3/-17
|meter gain=
|guard= M
|cancel= o/o
|tech=
|description=Primarily used in speed chains. Rebounds on block in power
}}
}}
{{MoveData
|image=LB2_Shigen_f+B.png
|caption=Text
|name=6B
|data=
{{AttackData-LB2
|version= Power
|damage= 50/6
|startup= 20
|active= 5
|recovery= 28
|state= Any
|frame advantage= -3/-13
|meter gain=
|guard= M
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 23/0
|startup= 14
|active= 5
|recovery= 28
|state= Any
|frame advantage= -3/-23
|meter gain=
|guard= M
|cancel= x/x
|tech=
|description=Description.
}}
}}
{{MoveData
|image=LB2_Shigen_b+B.png
|caption=Pushing buttons, are we?
|name=4B
|data=
{{AttackData-LB2
|version= Power
|damage= 43/5
|startup= 25
|active= 4
|recovery= 34
|state= Any
|frame advantage= KD/-28
|meter gain=
|guard= M
|cancel=
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 31/0
|startup= 17
|active= 2
|recovery= 28
|state= Any
|frame advantage= -3/-20
|meter gain=
|guard= M
|cancel=
|tech=
|description=Basically an entirely new move in either power or speed, but in both cases this move has super armor during startup and can serve as a rather effective anti-air due to it.
Causes Hard Knockdown. Against airborne, you can get run in OTG throw afterward.
}}
}}
{{MoveData
|image=LB2_Shigen_C.png
|caption=Text
|name=5C
|data=
{{AttackData-LB2
|version= Power
|damage= 15/1
|startup= 10
|active= 4
|recovery= 20
|state= Any
|frame advantage= -1/-16
|meter gain=
|guard= M
|cancel= o/o
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 14/0
|startup= 10
|active= 4
|recovery= 20
|state= Any
|frame advantage= -1/-16
|meter gain=
|guard= M
|cancel= o/o
|tech=
|description=Hits OTG.
}}
}}
{{MoveData
|image=LB2_Shigen_f+C.png
|caption=Text
|name=6C
|data=
{{AttackData-LB2
|version= Power
|damage= 8+24/1+3
|startup= 8
|active= 2-3
|recovery= 28
|state= Any
|frame advantage= -/-23
|meter gain=
|guard= M
|cancel= o/o
|tech= None
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 4+21/0+0
|startup= 8
|active= 2-3
|recovery= 28
|state= Any
|frame advantage= -/-23
|meter gain=
|guard= M
|cancel= x/x
|tech= None
|description=A 2 hit normal that will cause a wallbounce on the second hit.
|description=An unblockable which can be held to extend the startup and increase damage. Due to the insanely long minimum startup and mediocre rewards, this move is not particularly useful.
}}
}}
{{MoveData
|image=LB2_Shigen_sBC.png
|caption=Text
|name=BC(Speed/EX)
|data=
{{AttackData-LB2
|damage= 19/0
|startup= 23
|active= 3
|recovery= 23
|state= Any
|frame advantage= -/-20
|meter gain=
|guard= H
|cancel= x/x
|tech=
|description=An overhead that will cause a crouching opponent to stagger. Launches otherwise.
}}
}}
{{MoveData
|image=LB2_Shigen_df+B.png
|caption=Text
|name=3C (OTG)
|data=
{{AttackData-LB2
|version= Power
|damage= 26/3
|startup= 21
|active= 1
|recovery= 34
|state= Ground
|frame advantage= N/A
|meter gain=
|guard= N/A
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 21/0
|startup= 21
|active= 1
|recovery= 34
|state= Ground
|frame advantage= N/A
|meter gain=
|guard= N/A
|cancel= x/x
|tech=
|description=Hits OTG.
}}
}}
====Special Taunt====
{{MoveData
|image=LB2_Shigen_Start.png
|caption= A round of applause
|name=START
|data=
{{AttackData-LB2
|damage= 2
|startup= 31
|active= -
|recovery= -
|state= Any
|frame advantage= -18
|meter gain= -
|guard= UB
|cancel= x
|tech= N/A
|description= A unique taunt with a hitbox tied to it. Technically unblockable, however it can be crouched under (and has slow enough startup for the opponent to do so on reaction). Unsafe on hit. Deals a very slight amount of damage, meaning you can technically end the round with this.
|description=Cancelable 2A in power mode, making it a reliable confirm to 214A 236236AB. Links from 4A, not considered a low attack
}}
}}
{{MoveData
|image=LB2_Shigen_d+B.png
|caption=Text
|name=2B
|data=
{{AttackData-LB2
|version= Power
|damage= 17/2
|startup= 23
|active= 2-2
|recovery= 30
|state= Any
|frame advantage= -5/-10
|meter gain=
|guard= L
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 14/0
|startup= 23
|active= 2-2
|recovery= 30
|state= Any
|frame advantage= -5/-23
|meter gain=
|guard= L
|cancel= o/o
|tech=
|description=A low that's slow enough to become reactable. However, the range on this move can give it some utility as a poke. Can only combo after a dashing A/B in speed or ex mode.
* all but low B and low C in Power mode can cancel when crouching
|name=jA
|data=
{{AttackData-LB2
|version= Power
|damage= 15/1
|startup= 2
|active= 5
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain=
|guard= H
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 11/0
|startup= 2
|active= 5
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain=
|guard= H
|cancel= x/x
|tech=
|description=The 1f startup on this normal makes it difficult for many characters to contest directly, as they will need to throw out an air-to-air preemptively rather than reacting to the fact you jumped.
}}
}}
{{MoveData
|image=LB2_Shigen_jB.png
|caption=Text
|name=jB
|data=
{{AttackData-LB2
|version= Power
|damage= 30/3
|startup= 16
|active= 2
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain=
|guard= H
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 13/0
|startup= 16
|active= 2
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain=
|guard= H
|cancel= x/x
|tech=
|description= slow to come out and very hard to hit with. You can mix it in to throw off a deflect happy opponent occasionally. If you do hit it on a grounded opponent it can connect to a dashing B attack.
}}
}}
{{MoveData
|image=LB2_Shigen_jC.png
|caption=Text
|name=jC
|data=
{{AttackData-LB2
|version= Power
|damage= 15/1
|startup= 4
|active= 8
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain=
|guard= H
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 11/0
|startup= 4
|active= 8
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain=
|guard= H
|cancel= x/x
|tech=
|description=This move's solid air-to-ground priority and myriad of active frames make it an effective tool for covering a variety of options in the vein of a body splash. Can be used as a cross up
|description=Super cancel. Used in power/ex for combos. Knocks down vs air
}}
}}
{{MoveData
|image=LB2_Shigen_qcb+B.png
|caption=Text
|name=214B
|data=
{{AttackData-LB2
|damage=
|startup= 32
|active= 3,3,4
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=B version has super armor, 3rd hit causes knockdown. Super cancelable on all hits, but you need to cancel by the 2nd hit for the dm to connect. Not used much outside of an occasional anti air. Will combo after 6C near a corner in power or after 214Cx2 in speed/ex if you wanted.
|description=Near instant command grab, has more range in power than speed/ex.
}}
}}
* On Power mode, You can combo into it.
* Shigen grabs opponent and throws them into the air, and slams them into the ground
* Shigen grabs opponent and throws them into the air, and slams them into the ground
* From '''Diamond Smasher''', perform '''Kai''' (hcf + A)
* From '''Diamond Smasher''', perform '''Kai''' (41236A) A to break
* From '''Kai''', perform '''Kai''' (qcb + A)
* From '''Kai''', perform '''Kai''' (214A) A to break
* Follow up from '''[1st] Kai''' with '''Retsu''' (qcb + B)
* Follow up from '''[1st] Kai''' with '''Retsu''' (214B) B to break
* Follow up from '''[1st] Kai''' with '''Shinden Taichi''' (hcb, hcb + AB)
* Follow up from '''[1st] Kai''' with '''Shinden Taichi''' (6321463214AB) DM. A to break
* From '''Diamond Smasher''', perform '''Aku''' (hcf + B)
* From '''Diamond Smasher''', perform '''Aku''' (41236B) B to break
* From '''Aku''', perform '''Shou''' (qcb + A)
* From '''Aku''', perform '''Shou''' (214A) A to break
* Follow up from '''Aku''' with '''Da''' (qcb + C)
* Follow up from '''Aku''' with '''Da''' (214C) C to break
* Follow up from '''Aku''' with '''Dohatsu Taiten''' (hcb, hcb + C)
* Follow up from '''Aku''' with '''Dohatsu Taiten''' (6321463214C) sdm requirements for this follow up. Broken out of with C
* Opponent can mash buttons to match what you used. If successful they break the throw. If the opponent breaks out of DM or SDM followups your meter will not be consumed. Note that mashing all the buttons together isn’t a reliable escape method.
* You can do no follow up to counter opponent's mashing. It will put them into special launch state, can be ground teched, where you can do a run in OTG throw or dash attack to counter tech.
* Shigen crosses his fists in a counter-stance. If hit, he grabs opponent, and puts them in a pile of spikes
|image=LB2_Shigen_hcf+b+AB.png
|caption=What is damage scaling?
|name=412364AB
|data=
{{AttackData-LB2
|damage= LOL
|startup= 10
|active= 14
|recovery= 28
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description= Shigen crosses his fists in a counter-stance. He has super armor during the startup. If hit while his arms are being crossed he grabs opponent and smashes them in a pile of spikes for the single highest damage move in the game. Will counter anything physical that hits high or mid (including Moriya’s 214A/B from a distance) will not counter lows or projectiles. The active frames coincide with the dm flash animation for a visual que.
* Shigen grabs opponent, tosses them in the air, slams them into the ground, and pounds on them with stone fists
|image=LB2_Shigen_hcb+hcb+AB.png
|caption=
|name=6321463214AB
|data=
{{AttackData-LB2
|damage=
|startup= 27
|active= 1
|recovery= 36
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Command grab super boasting extended range. Cannot be combod into normally (with a few exceptions). Recovery listed is when it misses
}}
}}
==Super Desperation Moves==
==Super Desperation Moves==
'''Shinden Taichi'''
'''Fugu Taiten'''
{{MoveData
'''Dohatsu Taiten'''
|image=LB2_Shigen_hcb+hcb+B.png
|caption=Text
|name=6321463214B
|data=
{{AttackData-LB2
|damage=
|startup= P 31/EX 19
|active= 1
|recovery= 35
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Grab boasting incredible range. Starts up faster in EX mode than Power. Ignores damage scaling. Cannot be combod normally (with a few exceptions)
}}
}}
==Combos==
==Combos==
===Any Mode===
===Any Mode===
* hcb, f C (close-in), hcf A, qcb A
Dash A/B 214A/623A/214C
* Dash A/B, qcb A
jB 5B 214C dash otg CD
* j B, B, qcb C, CD
Dash A/B 236236AB 41236B/6321463214B
* Dash A/B, qcf, qcf AB, hcf B
jB 5B 236136AB 41236B/6321463214B
* j B, B, qcf, qcf AB, hcf B
===Power Mode===
Dash A/B, 41236A
j B, B, 41236A
j B, B, 632146C, 41236B, 214A, otg CD (if opponent doesn’t air tech)
6C 214C/623B
Dash A/B, 641236C, 41236B, 6321463214C
4Ax1/2 2A 214A 236236AB 41236B/6321463214B
4Ax1-3 5A 214A 236236AB 41236B/6321463214B Use this or the above when you have meter.
===Power Mode Only===
Whatever into 5A/2A/5B/5C 214A 6321463214AB crouching Lee, Setsuna, and Kojiroh only
* Dash A/B, hcf A
5B 6321463214B crouching Lee, Setsuna, Kojiroh only
* j B, B, hcf A
* j B, B, hcb, f C, hcf B, qcb A, CD
* Dash A/B, hcb, f C, hcf B, hcb, hcb C
===EX Mode Only===
===EX Mode Only===
* Dash A/B, B, qcb A, qcf, qcf AB, hcf B
Dash A/B 2B 214A 236136AB 41236B/6321463214B
* j B, b A, A, A, B, qcb A, qcf, qcf AB, hcf B
jX 4A 5A 5A 5B 214A 236236AB 41236B/6321463214B
JB dash B 2B 6321463214B crouching Lee, Setsuna and Kojiroh only
5A 5B 214A 6321463214AB crouching Lee, Setsuna, and Kojiroh only
===Power and EX Mode===
===Power and EX Mode===
* Dash A/B, qcb A, qcf, qcf AB, hcf B
Dash A/B, 214A 236236AB 41236B/6321463214B
* j B, B, qcb A, qcf, qcf AB, hcb, hcb B, CD
j B B 214A 236236AB 41236B/6321463214B
* hcb, f C, hcf B, hcb, hcb C, CD
632146C 41236B 6321463214C. Can be combo’d into on power from anything cancelable. Followups are breakable but the damage it can do is worth going for.
===Speed and EX Mode===
===Speed and EX Mode===
* j B, A, B, C, CD
4A 5A 5A 5B 214C(x2) 623B bnb outside a corner
* Dash A/B, BC, qcb A, CD
4A 5A 5A 5B 214C(x3) otg CD bnb near or in a corner.
* Dash A/B, B, qcb C (x2), qcb A, CD
Dash A/B 2B 214C(x2) 623B or 214Cx3 otg CD near a corner
* j B, b A, A, A, B, qcb C (x2), dp B
J.B dash B 2B 214C etc. J.B has just enough hitstun to connect a dashing attack after.
* j B, b A, A, A, B, qcf, qcf AB, hcf B
5A 5B 214C etc. use this when you hit 5A from farther away
4A 5A 2A 5B 214C etc. optimal when close
4A 5A 5A 5B 236236AB 6321463214B
JB dash B 2B 6321463214AB crouching Lee, Setsuna and Kojiroh only
5A 5A 5B 6321463214AB crouching Lee, Setsuna, and Kojiroh only
===Guard cancel===
412D 623B
412D 214A CD otg
412D 4B CD otg. Optimal for damage
===Super Speed Combos===
===Super Speed Combos===
* A + B + C + A + B + C + A + B + qcf C
A + B + C + A + B + C + A + B + 236C
* A + B + C + A + B + C + C + qcf B
A + B + C + A + B + C + C + 236B
* A + B + C + d C + d C + f BC
A + B + C + 2C + 2C + 6BC
* A + B + C + d C + BC + qcf B
A + B + C + 2C + BC + 236B
descriptions about each speed combo routes, dont know about any detail or form around these sections.
1. H, H, H, M, H, H, H, H, Throw. As all universal routes are, this is worst one by far. don't use this. does only 113 damage and they can block all by standing.
2. H, H, H, M, H, H, M, L, L, H. It does somewhat low damage for low route, 125 damage. they can recover after this and it leaves them pretty far away so you lose your offense turn. Don't use this as well. might try some mixup around with latter ones.
3. H, H, H, L, H, M. Your goto. it does 115 damage. but you can follow into 4B then OTG throw (CD). it will do 151 damage. highest possible damage for Speed Shigen.
4. H, H, H, L, M, H, H, H, H. Your second goto. does less damage than launcher route, 133 damage, but its hard knockdown and has fast enough recovery to add a run up OTG throw. total 146 damage.
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
15/1
6
7
12
Any
+4/-11
-
M
o/o
-
Speed
8/0
6
7
12
Any
+4/-11
-
M
o/o
-
A slow jab with a bulky hitbox. Tied for the single most active jab in the game at a whopping 7f, matched only by Shigen's 4a.
4A
Text
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
15/1
6
7
9
Any
+7/-8
-
M
x/x
-
Speed
8/0
6
7
9
Any
+7/-8
-
M
o/o
-
An incredibly active jab with a sizable disjoint. Incredible tool to wall out opponents as it will catch most hops while out-prioritizing many grounded pokes.
5B
Text
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
27/3
16
2
24
Any
+3/-10
-
M
o/o
-
Speed
16/0
16
2
24
Any
+3/-17
-
M
o/o
-
Primarily used in speed chains. Rebounds on block in power
6B
Text
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
50/6
20
5
28
Any
-3/-13
-
M
x/x
-
Speed
23/0
14
5
28
Any
-3/-23
-
M
x/x
-
Description.
4B
Pushing buttons, are we?
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
43/5
25
4
34
Any
KD/-28
-
M
-
-
Speed
31/0
17
2
28
Any
-3/-20
-
M
-
-
Basically an entirely new move in either power or speed, but in both cases this move has super armor during startup and can serve as a rather effective anti-air due to it.
Causes Hard Knockdown. Against airborne, you can get run in OTG throw afterward.
5C
Text
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
15/1
10
4
20
Any
-1/-16
-
M
o/o
-
Speed
14/0
10
4
20
Any
-1/-16
-
M
o/o
-
Hits OTG.
6C
Text
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
8+24/1+3
8
2-3
28
Any
-/-23
-
M
o/o
None
Speed
4+21/0+0
8
2-3
28
Any
-/-23
-
M
x/x
None
A 2 hit normal that will cause a wallbounce on the second hit.
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
61
46~66
2
44
Any
KD
-
UB
x/x
None
An unblockable which can be held to extend the startup and increase damage. Due to the insanely long minimum startup and mediocre rewards, this move is not particularly useful.
BC(Speed/EX)
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
19/0
23
3
23
Any
-/-20
-
H
x/x
-
An overhead that will cause a crouching opponent to stagger. Launches otherwise.
3C (OTG)
Text
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
26/3
21
1
34
Ground
N/A
-
N/A
x/x
-
Speed
21/0
21
1
34
Ground
N/A
-
N/A
x/x
-
Hits OTG.
Special Taunt
START
A round of applause
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
2
31
-
-
Any
-18
-
UB
x
N/A
A unique taunt with a hitbox tied to it. Technically unblockable, however it can be crouched under (and has slow enough startup for the opponent to do so on reaction). Unsafe on hit. Deals a very slight amount of damage, meaning you can technically end the round with this.
Crouching
2A
Text
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
15/1
6
5
13
Any
+5/-10
-
M
o/o
-
Speed
14/0
6
5
13
Any
+5/-10
-
M
o/o
-
Cancelable 2A in power mode, making it a reliable confirm to 214A 236236AB. Links from 4A, not considered a low attack
2B
Text
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
17/2
23
2-2
30
Any
-5/-10
-
L
x/x
-
Speed
14/0
23
2-2
30
Any
-5/-23
-
L
o/o
-
A low that's slow enough to become reactable. However, the range on this move can give it some utility as a poke. Can only combo after a dashing A/B in speed or ex mode.
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
15/1
6
3
16
Any
+4/-11
-
L
x/x
-
Speed
14/0
6
3
16
Any
+4/-11
-
L
o/o
-
not used a lot but can set up a 632146C on hit in power.
3C
Text
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
26/3
10
3
25
Standing/Air
KD/-19
-
L
-
-
Speed
21/0
10
3
25
Standing/Air
KD/-19
-
L
-
-
sees use occasionally in speed chains. Cancelling into 214A on block is common though not entirely safe
Air
jA
Text
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
15/1
2
5
N/A
Any
N/A
-
H
x/x
-
Speed
11/0
2
5
N/A
Any
N/A
-
H
x/x
-
The 1f startup on this normal makes it difficult for many characters to contest directly, as they will need to throw out an air-to-air preemptively rather than reacting to the fact you jumped.
jB
Text
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
30/3
16
2
N/A
Any
N/A
-
H
x/x
-
Speed
13/0
16
2
N/A
Any
N/A
-
H
x/x
-
slow to come out and very hard to hit with. You can mix it in to throw off a deflect happy opponent occasionally. If you do hit it on a grounded opponent it can connect to a dashing B attack.
jC
Text
Version
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power
15/1
4
8
N/A
Any
N/A
-
H
x/x
-
Speed
11/0
4
8
N/A
Any
N/A
-
H
x/x
-
This move's solid air-to-ground priority and myriad of active frames make it an effective tool for covering a variety of options in the vein of a body splash. Can be used as a cross up
Special Moves
White Tiger Talon - 214A/B
214A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
18
2
-
-
-
-
-
-
-
Super cancel. Used in power/ex for combos. Knocks down vs air
214B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
32
3,3,4
-
-
-
-
-
-
-
B version has super armor, 3rd hit causes knockdown. Super cancelable on all hits, but you need to cancel by the 2nd hit for the dm to connect. Not used much outside of an occasional anti air. Will combo after 6C near a corner in power or after 214Cx2 in speed/ex if you wanted.
2nd hit
3rd hit
Shigen hits with stone hand
Super Cancel able
Causes Hard Knockdown against airborne, allows you to do a run in OTG throw.
White Tiger Pounce - 214C
214C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
P 28/S 23
-
-
-
-
-
-
-
-
high damage shoulder attack in power and start of a rekka (214Cx2) in speed/ex. Hard knockdown by itself.
Follow up with Pounce Continued (qcb + C) in speed/ex
Exploding Spirit Blast - 623A
623A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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25
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Crumples on hit, guaranteeing an otg throw after. In speed/ex you can confirm a fandango from this if it hits at point blank.
Shout Blast - 623B
623B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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20
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Unblockable and undeflectable (is this a word?) anti air grab.
Kingfisher Crunch 41236 A/B/C (in-close)
41236A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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10
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43
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Recovery is when the move misses. Can be used in combos in power mode.
41236B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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22
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44
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in power mode this is armored. More range than A version
41236C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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22
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44
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same speed as B version with longer range.
Shigen gets a hold on opponet and chokes them and slams them to the ground
on Power mode, A version can be comboed
on Power mode, B version invokes Shigen's super armor
C version is a long-range grab
Diamond Smasher - 632146C (in-close)
632146C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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2
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Near instant command grab, has more range in power than speed/ex.
On Power mode, You can combo into it.
Shigen grabs opponent and throws them into the air, and slams them into the ground
From Diamond Smasher, perform Kai (41236A) A to break
From Kai, perform Kai (214A) A to break
Follow up from [1st] Kai with Retsu (214B) B to break
Follow up from [1st] Kai with Shinden Taichi (6321463214AB) DM. A to break
From Diamond Smasher, perform Aku (41236B) B to break
From Aku, perform Shou (214A) A to break
Follow up from Aku with Da (214C) C to break
Follow up from Aku with Dohatsu Taiten (6321463214C) sdm requirements for this follow up. Broken out of with C
Opponent can mash buttons to match what you used. If successful they break the throw. If the opponent breaks out of DM or SDM followups your meter will not be consumed. Note that mashing all the buttons together isn’t a reliable escape method.
You can do no follow up to counter opponent's mashing. It will put them into special launch state, can be ground teched, where you can do a run in OTG throw or dash attack to counter tech.
Desperation Moves
Bouko Hyouga - 236236AB
236236AB
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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Description
Shigen activates his stone armor and dashes shoulder-first against opponent
Follow up with Kyouten Douji (6321463214B)
Follow up with Yuuchuu Maisai (41236B)
Inga ouhou - 412364AB
412364AB
What is damage scaling?
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
LOL
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Shigen crosses his fists in a counter-stance. He has super armor during the startup. If hit while his arms are being crossed he grabs opponent and smashes them in a pile of spikes for the single highest damage move in the game. Will counter anything physical that hits high or mid (including Moriya’s 214A/B from a distance) will not counter lows or projectiles. The active frames coincide with the dm flash animation for a visual que.
Destiny's Retribution - 6321463214AB
6321463214AB
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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Command grab super boasting extended range. Cannot be combod into normally (with a few exceptions). Recovery listed is when it misses
Super Desperation Moves
Fugu Taiten
6321463214B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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P 31/EX 19
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Grab boasting incredible range. Starts up faster in EX mode than Power. Ignores damage scaling. Cannot be combod normally (with a few exceptions)
4Ax1/2 2A 214A 236236AB 41236B/6321463214B
4Ax1-3 5A 214A 236236AB 41236B/6321463214B Use this or the above when you have meter.
Whatever into 5A/2A/5B/5C 214A 6321463214AB crouching Lee, Setsuna, and Kojiroh only
5B 6321463214B crouching Lee, Setsuna, Kojiroh only
EX Mode Only
Dash A/B 2B 214A 236136AB 41236B/6321463214B
jX 4A 5A 5A 5B 214A 236236AB 41236B/6321463214B
JB dash B 2B 6321463214B crouching Lee, Setsuna and Kojiroh only
5A 5B 214A 6321463214AB crouching Lee, Setsuna, and Kojiroh only
Power and EX Mode
Dash A/B, 214A 236236AB 41236B/6321463214B
j B B 214A 236236AB 41236B/6321463214B
632146C 41236B 6321463214C. Can be combo’d into on power from anything cancelable. Followups are breakable but the damage it can do is worth going for.
Speed and EX Mode
4A 5A 5A 5B 214C(x2) 623B bnb outside a corner
4A 5A 5A 5B 214C(x3) otg CD bnb near or in a corner.
Dash A/B 2B 214C(x2) 623B or 214Cx3 otg CD near a corner
J.B dash B 2B 214C etc. J.B has just enough hitstun to connect a dashing attack after.
5A 5B 214C etc. use this when you hit 5A from farther away
4A 5A 2A 5B 214C etc. optimal when close
4A 5A 5A 5B 236236AB 6321463214B
JB dash B 2B 6321463214AB crouching Lee, Setsuna and Kojiroh only
5A 5A 5B 6321463214AB crouching Lee, Setsuna, and Kojiroh only
Guard cancel
412D 623B
412D 214A CD otg
412D 4B CD otg. Optimal for damage
Super Speed Combos
A + B + C + A + B + C + A + B + 236C
A + B + C + A + B + C + C + 236B
A + B + C + 2C + 2C + 6BC
A + B + C + 2C + BC + 236B
descriptions about each speed combo routes, dont know about any detail or form around these sections.
1. H, H, H, M, H, H, H, H, Throw. As all universal routes are, this is worst one by far. don't use this. does only 113 damage and they can block all by standing.
2. H, H, H, M, H, H, M, L, L, H. It does somewhat low damage for low route, 125 damage. they can recover after this and it leaves them pretty far away so you lose your offense turn. Don't use this as well. might try some mixup around with latter ones.
3. H, H, H, L, H, M. Your goto. it does 115 damage. but you can follow into 4B then OTG throw (CD). it will do 151 damage. highest possible damage for Speed Shigen.
4. H, H, H, L, M, H, H, H, H. Your second goto. does less damage than launcher route, 133 damage, but its hard knockdown and has fast enough recovery to add a run up OTG throw. total 146 damage.