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The Last Blade 2/Juzoh Kanzaki: Difference between revisions

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==Introduction==
==Introduction==
Juzoh is a powerhouse character focused around mixups and punishes. With phenomenal damage off of both of his DMs, his command grab, and his huge j.B, Juzoh can easily control the pace of the match when he gets in. The problem, however, ''is'' getting in. Juzoh is a big, slow target with few ways to mitigate fireballs or other space control tools, and has few quick buttons to mash out of pressure. This ultimately leads to Juzoh needing to take as many risks on defense as he does on offense, making his gameplan pretty shaky in practice. If you like high risk, high reward, and high amounts of salt, Juzoh is the character for you.
Juzoh is a powerhouse character focused around mixups and punishes. With phenomenal damage off of both of his DMs, his command grab, and his huge j.B, Juzoh can easily control the pace of the match when he gets in. The problem, however, ''is'' getting in. Juzoh is a big, slow target with few ways to mitigate fireballs or other space control tools, and has few quick buttons to mash out of pressure. This ultimately leads to Juzoh needing to take as many risks on defense as he does on offense, making his gameplan pretty shaky in practice. If you like high risk, high reward, and high amounts of salt, Juzoh is the character for you.
<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=
* Incredible punish game, can easily take off 50% with DM
* Amazing j.B that lets him threaten opponents with a strong overhead and dangerous combos
* Huge comeback potential
|cons=
* Commits hard on both offense and defense; almost no options are truly safe
* Very poor conversions off of pokes and non j.B buttons
* Getting into your optimal range can be difficult versus good players
}}</div>
<div id="movelist-2" class="movelist"><!-- Speed-->
{{ProConTable
|pros=
* True low conversions help to round out your mixup game
* 5BC is a strong threat, leading to free command grabs or high damage fandango resets
|cons=
* Huge drop-off in command grab and DM damage
* Juzoh gains very little from Speed mode chains overall
}}</div>
<div id="movelist-3" class="movelist"><!-- EX -->
{{ProConTable
|pros=
* Faster 6B and 5BC along with full damage on your command grabs very nicely rounds out Juzoh's zoning capabilities
* The best colors
|cons=
* Extra damage just isn't worth it
* Makes your defense issues even worse, as Juzoh's larger health pool still doesn't make up for the damage increase}}
</div>


==Normals==
==Normals==
====Standing====
====Standing====
{{MoveData|image=LB2_Juzoh_A.png|caption=|name=A|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Juzoh taps the opponent with the handle of his club. Decently fast, it can be used as a short range poke or to safely catch jumps.}}}}
{{MoveData
{{MoveData|image=LB2_Juzoh_b+A.png|caption=|name=b+A|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=An overall kind of useless normal. Outclassed by A in most every way given that b+A is slower with a worse hitbox.}}}}
|image=LB2_Juzoh_A.png
{{MoveData|image=LB2_Juzoh_B.png|caption=Practicing for those home runs.|name=B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Now we're getting to the fun buttons. Juzoh takes a big swing with his club, with a suitably big hitbox to match. Cancellable and combos nicely into qcf + A.}}}}
|caption=Knock Knock
{{MoveData|image=LB2_Juzoh_f+B.png|caption="Please get hit by this."|name=f+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description='''BIG''' swing. Slow and unsafe, but the distance and damage are amazing, doing 1/4th the opponents health on counter hit. Decent at long range, not much else.}}}}
|name=5A
{{MoveData|image=LB2_Juzoh_C.png|caption=|name=C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Pretty useless button. Slow, bad frame advantage, and outclassed by pretty much everything else. It's only notable aspect is it hits OTG, but you've got better options for that.}}}}
|data=
{{MoveData|image=LB2_Juzoh_f+C.png|caption="BIGGER BOOT!"|name=f+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Big ol' kick. Cancellable in power, and an important combo tool. Can be combo'd off of a jump-in jB, letting you get a knockdown from anywhere on the screen.}}}}
{{AttackData-LB2  
{{MoveData|image=LB2_Juzoh_pBC.png|caption=|name=BC(Power)|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Unblockable. Not super useful for the same reason as most other unblockables, but it's decently fast. Might be able to hit someone with it once.}}}}
|damage=P 15/1 S 8/0
{{MoveData|image=LB2_Juzoh_sBC.png|caption=Cool overhead! Too bad you don't get to use it.|name=BC(Speed/EX)|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=A pretty fast overhead, that starts up slightly slower and recovers faster than 5B. Sadly pretty useless as not only will you probably never want to play speed Juzoh, he has very few ways to convert off of the crouching stagger hit.}}}}
|startup=8
{{MoveData|image=LB2_Juzoh_u+B.png|caption=Japanese Jumping Grapplers|name=u+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Hopping OTG move. Should always be done after a full command grab or headbutt.}}}}
|active=5
* A, B, and C can cancel in both Power Mode and Speed Mode
|recovery=15
* forward + B (Power and Speed) is not cancellable
|state=  
* forward + C in Speed Mode is not cancellable
|frame advantage=P +3/-7 S +3/-12
|meter gain=P 6/3 S 2/1
|guard=M
|cancel=P ○/○ S ○/○ 
|tech=  
|description=Juzoh taps the opponent with the handle of his club. Decently fast, it can be used as a short range poke or to safely catch jumps.
}}
}}
{{MoveData
|image=LB2_Juzoh_b+A.png
|caption=
|name=4A
|data=
{{AttackData-LB2  
|damage=P 15/1 S 8/0
|startup=8
|active=4
|recovery=17
|state=  
|frame advantage=P +2/-13 S +2/-13
|meter gain=P 6/3 S 2/1
|guard=M
|cancel=P ○/○ S ○/○
|tech=  
|description=An overall kind of useless normal. Outclassed by A in most every way given that 4A is slower with a worse hitbox.
}}
}}
{{MoveData
|image=LB2_Juzoh_B.png
|caption=Practicing for those home runs.
|name=5B
|data=
{{AttackData-LB2  
|damage=P 30/3 S 16/0
|startup=18
|active=1
|recovery=32
|state=  
|frame advantage=P -4/-10 S -4/-24
|meter gain=P 8/4 S 3/1
|guard=M
|cancel=P ○/○ S ○/○
|tech=  
|description=Now we're getting to the fun buttons. Juzoh takes a big swing with his club, with a suitably big hitbox to match. Cancellable and combos nicely into 236A.
}}
}}
{{MoveData
|image=LB2_Juzoh_f+B.png
|caption="Please get hit by this."
|name=6B
|data=
{{AttackData-LB2  
|damage=P 50/6 S 23/0
|startup=P 26 S 16
|active=2
|recovery=30
|state=  
|frame advantage=P -2/-13 S -2/-22
|meter gain=P 12/6 S 4/2
|guard=M
|cancel=P ×/× S ×/× 
|tech=  
|description='''BIG''' swing. Slow and unsafe, but the distance and damage are amazing, doing 1/4th the opponents health on counter hit. Decent at long range, not much else.
}}
}}
{{MoveData
|image=LB2_Juzoh_C.png
|caption=
|name=5C
|data=
{{AttackData-LB2  
|damage=P 15/1 S 14/0
|startup=11
|active=2
|recovery=21
|state=  
|frame advantage=P 0/-15 S 0/-15
|meter gain=P 6/3 S 3/1
|guard=M
|cancel=P ○/○ S ○/○ 
|tech=  
|description=Pretty useless button. Slow, bad frame advantage, and outclassed by pretty much everything else. It's only notable aspect is it hits OTG, but you've got better options for that.
}}
}}
{{MoveData
|image=LB2_Juzoh_f+C.png
|caption="BIGGER BOOT!"
|name=6C
|data=
{{AttackData-LB2  
|damage=P 24/3 S 19/0
|startup=11
|active=2
|recovery=35
|state=  
|frame advantage=P KD/-28 S KD/-28
|meter gain=P 8/4 S 3/1
|guard=M
|cancel=P ○/○ S ×/×
|tech=  
|description=Big ol' kick. Cancellable in power, and an important combo tool. Can be combo'd off of a jump-in jB, letting you get a knockdown from anywhere on the screen.
}}
}}
{{MoveData
|image=LB2_Juzoh_pBC.png
|caption=
|name=BC(Power)
|data=
{{AttackData-LB2  
|damage=63
|startup=46~66
|active=2
|recovery=44
|state=  
|frame advantage=KD
|meter gain=12
|guard=×
|cancel=×/× 
|tech=  
|description=Unblockable. Not super useful for the same reason as most other unblockables, but it's decently fast. Might be able to hit someone with it once.
}}
}}
{{MoveData
|image=LB2_Juzoh_sBC.png
|caption=Cool overhead! Too bad you don't get to use it.
|name=BC(Speed/EX)
|data=
{{AttackData-LB2  
|damage=16/0
|startup=23
|active=2
|recovery=24
|state=  
|frame advantage=-20
|meter gain=3/1
|guard=H
|cancel=×/× 
|tech=  
|description=A pretty fast overhead, that starts up slightly slower and recovers faster than 5B. You can land 63214B out of the crouching hit stagger (if your opponent is bad at mashing out, but it’s not guaranteed), and can followup the launch with 63214A in the corner.
}}
}}
{{MoveData
|image=LB2_Juzoh_sBC2.png
|caption=
|name=BC(2)(Speed/EX)
|data=
{{AttackData-LB2
|damage=16/0
|startup=23
|active=1
|recovery=24
|state=
|frame advantage=-19
|meter gain=3/1
|guard=H
|cancel=×/× 
|tech=
|description=Second hitbox of sBC. When hitting with this hitbox in particular, you are -19 instead of -20.
}}
}}
{{MoveData
|image=LB2_Juzoh_u+B.png
|caption=Japanese Jumping Grapplers
|name=8B
|data=
{{AttackData-LB2  
|damage=P 24 S 21
|startup=26
|active=1
|recovery=32
|state=  
|frame advantage=  
|meter gain=P 2 S 1
|guard=×
|cancel=×/× 
|tech=  
|description=Hopping OTG move. Should always be done after a full command grab or headbutt.
}}
}}
 
=====Speed Chain=====
{{MoveData
|image=LB2_Juzoh_AA.png
|caption=
|name=A>A
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state=Low
|frame advantage=
|meter gain=
|guard=Mid
|cancel=○/○
|tech=
|description=
}}
}}
{{MoveData
|image=LB2_Juzoh_ABC.png
|caption=
|name=C of A>B>C
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state=Any
|frame advantage=
|meter gain=
|guard=Mid
|cancel=×/×
|tech=All
|description=-
}}
}}


====Crouching====
====Crouching====
{{MoveData|image=LB2_Juzoh_d+A.png|caption=Text|name=d+A|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Pretty wack button. Slow}}}}
{{MoveData
{{MoveData|image=LB2_Juzoh_d+B.png|caption=Text|name=d+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|image=LB2_Juzoh_2A.png
{{MoveData|image=LB2_Juzoh_d+C.png|caption=Text|name=d+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|caption=
{{MoveData|image=LB2_Juzoh_df+C.png|caption=Text|name=df+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|name=2A
|data=
{{AttackData-LB2  
|damage=P 15/1 S 13/0
|startup=11
|active=5
|recovery=12
|state=  
|frame advantage=P +6/-9 S +6/-9
|meter gain=P 6/3 S 3/1
|guard=M
|cancel=P ○/○ S ○/○ 
|tech=  
|description=Pretty wack button. Slow and can't combo into anything.
}}
}}
{{MoveData
|image=LB2_Juzoh_2B.png
|caption=
|name=2B
|data=
{{AttackData-LB2  
|damage=P 28/3 S 23/0
|startup=20
|active=2
|recovery=34
|state=  
|frame advantage=P -7/-10 S -7/-27
|meter gain=P 8/4 S 4/2
|guard=M
|cancel=P ○/○ S ○/○ 
|tech=  
|description=Slightly longer, lower to the ground 5B. Not terribly useful, but not bad.
}}
}}
{{MoveData
|image=LB2_Juzoh_2C.png
|caption=Hope you like your singular link.
|name=2C
|data=
{{AttackData-LB2  
|damage=P 15/1 S 14/0
|startup=3
|active=3
|recovery=14
|state=  
|frame advantage=P +6/-9 S +6/-9
|meter gain=P 6/3 S 3/1
|guard=L
|cancel=P ○/○ S ○/○ 
|tech=  
|description=Your best crouching button by far. A super fast 2 frames of startup, low hitting, and can be linked into itself a maximum of 3 times.
}}
}}
{{MoveData
|image=LB2_Juzoh_3C.png
|caption=
|name=3C
|data=
{{AttackData-LB2  
|damage=P 26/3 S 21/0
|startup=10
|active=3
|recovery=26
|state=  
|frame advantage=P KD/-20 S KD/-20
|meter gain=P 8/4 S 3/1
|guard=L
|cancel=P ○/○ S ○/○ 
|tech=  
|description=Regular old sweep. Your only low hitting knockdown.
}}
}}


====Air====
====Air====
{{MoveData|image=LB2_Juzoh_jA.png|caption=Text|name=jA|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
{{MoveData|image=LB2_Juzoh_jB.png|caption=Text|name=jB|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|image=LB2_Juzoh_jA.png
{{MoveData|image=LB2_Juzoh_jC.png|caption=Text|name=jC|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|caption=
|name=jA
|data=
{{AttackData-LB2  
|damage=P 15/1 S 11/0
|startup=4
|active=5
|recovery=  
|state=  
|frame advantage=  
|meter gain=P 6/3 S 3/1
|guard=H
|cancel=P ×/× S ×/× 
|tech=  
|description=Mostly used for an air to air.
}}
}}
{{MoveData
|image=LB2_Juzoh_jB.png
|caption=BONK
|name=jB
|data=
{{AttackData-LB2  
|damage=P 26/3 S 13/0
|startup=14
|active=2
|recovery=  
|state=  
|frame advantage=  
|meter gain=P 8/4 S 3/1
|guard=H
|cancel=P ×/× S ×/× 
|tech=  
|description=Your best normal, bar none. Quick to start up, great damage, great combo opportunities. Your number 1 high, and an amazing pressure tool when used during a hop.
}}
}}
{{MoveData
|image=LB2_Juzoh_jC.png
|caption=Crossups! Maybe.
|name=jC
|data=
{{AttackData-LB2  
|damage=P 15/1 S 11/0
|startup=4
|active=3
|recovery=  
|state=  
|frame advantage=  
|meter gain=P 6/3 S 3/1
|guard=H
|cancel=P ×/× S ×/× 
|tech=  
|description=Another good air to air. Best used when they're jumping up at you, and you don't have time for jB. This can actually cross up if you hit it deep enough, so have fun with that.
}}
}}


'''Ground Hits'''
'''Ground Hits/OTGs'''
* dp + A/B
* '''623A/B''': Least use cases, but best damage. Your go-to on a corner command grab. 623A does 26 damage, 623B does 30.
* u + B
* '''8B''': Most reliable, probably what you'll be using the most. Tracks from anywhere on the screen for 24 damage.
* C
* '''5C''': Mostly useless. Outclassed by all of your other OTG options, as it's slow and does a measly 15 damage. Despite this it ''is'' your only guaranteed OTG after 236236AB.
* Dash across/on top of character
* '''Dash across/on top of opponent''': By far the funniest option you have, but definitely not the best. Does only 4 damage. On the plus side you are actionable immediately after making contact so you can jump back or over your opponent for some mind games if you wanted. Bonus style points if you end a round with this


==Special Moves==
==Special Moves==
'''Bopper''' - qcf + A/B
'''Bopper''' - 236A/B
{{MoveData|image=LB2_Juzoh_qcf+A.png|caption=Text|name=qcf+A|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
{{MoveData|image=LB2_Juzoh_qcf+B.png|caption=Text|name=qcf+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|image=LB2_Juzoh_qcf+A.png
* Juzoh hops forward, slams his club into the ground creating an explosion
|caption=Wish this knocked down.
* B version has a short hop delay
|name=236A
|data=
{{AttackData-LB2  
|damage=P 32(39)/4 S 28(35)/3(4)
|startup=23
|active=2
|recovery=35
|state=  
|frame advantage=-8/-28
|meter gain=  
|guard=M
|cancel=  
|tech=  
|description=* Juzoh hops forward, slams his club into the ground creating an explosion.
Your main followup to a stray 5B or 2B. Doesn't knock down, but is good to tack on extra damage.
}}
}}
{{MoveData
|image=LB2_Juzoh_qcf+B.png
|caption=Wish this was faster.
|name=236B
|data=
{{AttackData-LB2  
|damage=P 35(41)/4(5) S 31(38)/3(4)
|startup=30
|active=2
|recovery=40
|state=  
|frame advantage=KD/-32
|meter gain=  
|guard=M
|cancel=  
|tech=  
|description=* B version has a short hop delay and knocks down.
Cannot be combo'd into and knocks down. Useful as a gimmicky deflect bait or niche punish at best.
}}
}}
{{MoveData
|image=LB2_Juzoh_qcf+A(enhance).png
|caption=HAPPA DAI!
|name=236A/B (Random)
|data=
{{AttackData-LB2
|damage=P 39(41)/4(5) S 35(38)/3(4)
|startup=
|active=2
|recovery=40
|state=
|frame advantage=
|meter gain=
|guard=M
|cancel=
|tech=
|description=* There is a random chance an enhanced version of this move will come out instead; Juzoh appears with a stalk in his mouth, says a different voice clip, causing the attack to deal extra damage, as shown in the parenthesis.
}}
}}


'''Rock Crusher''' - f, b + C
'''Rock Crusher''' - [6]4C/[1]3C
{{MoveData|image=LB2_Juzoh_f+b+C.png|caption=Text|name=f+b+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
|image=LB2_Juzoh_f+b+C.png
|caption=This isn't what they meant when they said "use your head"
|name=[6]4C/[1]3C
|data=
{{AttackData-LB2  
|damage=P 70 S 33+11+11, 57
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=KD
|meter gain=  
|guard=×
|cancel=  
|tech=  
|description=A pretty strange gimmick, but a decent one. Does a gigantic chunk of damage, and you can even followup with the 8B OTG afterwards. The Speed version can be combo'd into from 2C. It can actually be charged in two ways; [6]4 and [1]3. Note that for the latter method, you ''must'' end on 3.
}}
}}
* Juzoh leans back to deliver a headbutt
* Juzoh leans back to deliver a headbutt
* Unblockable in Power Mode
* Unblockable in Power Mode
* Follow up with '''Tetsu Atama''' (qcf + C)(x3) in Speed Mode
* Follow up with '''Tetsu Atama''' (236C)(x3) in Speed Mode
* '''Tetsu Atama''' is three additional headbutt's, the last of which is unblockable
* '''Tetsu Atama''' is three additional headbutt's, the last of which is unblockable


'''Violent Quake''' - dp + A/B
'''Violent Quake''' - 623A/B
{{MoveData|image=LB2_Juzoh_dp+A.png|caption=Text|name=dp+A|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
{{MoveData|image=LB2_Juzoh_dp+B.png|caption=Text|name=dp+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|image=LB2_Juzoh_dp+A.png
* Juzoh hops and strikes ground with his club. If not blocked low, will knockdown. Also applicable as a ground hit.
|caption=Hurray! Super combos!
* B version hits farther than A
|name=623A
* A version will cancel into a DM/SDM
|data=
{{AttackData-LB2  
|damage=P 26,(13)/3(1) S 23,(11)/2(1) 
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=M
|cancel=  
|tech=  
|description=Can be super cancelled, but you have to be very close to get it to combo. Doesn't have the same "snap" effect as 623B
}}
}}
{{MoveData
|image=LB2_Juzoh_dp+B.png
|caption=Hurray! Functional anti air!
|name=623B
|data=
{{AttackData-LB2  
|damage=P 30,(15)/3(1) S 31,(14)/3(1)
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=M
|cancel=  
|tech=  
|description= A fairly decent anti air tool, since it "snaps" opponents in when they get near the hitbox. Preferred when you don't have the spacing to use 63214A or an air normal.
}}
}}
* A version is stationary, B version hops forwards.
* If either version is cancelled into from 236C, both versions will gain extra forward momentum.
* Both versions have invisible grounded hitboxes that will knock down at range. The damage for these hitboxes is notated in parenthesis.
 
'''Yasegaman''' - 236+C
{{MoveData
|image=LB2_Juzoh_qcf+C.png
|caption=Hammerfall?
|name=236C
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=A unique, armored run. Can be cancelled into deflect, both DM and SDM, and all special moves except for 63214B. The armor lasts until the run ends. The armor can be interrupted by lows.
}}
}}
 
'''Mozuhana''' - 214+C
{{MoveData
|image=LB2_Juzoh_qcb+C.jpg
|caption=Juzoh actually has an allergic reaction to being good.
|name=214C
|data=
{{AttackData-LB2
|damage=P 30/3 S 26/3
|startup=33~83
|active=4
|recovery=52
|state=
|frame advantage=KD/-45
|meter gain=
|guard=M
|cancel=
|tech=
|description=Short range, chargeable sneeze. Only good for a joke. Poor range, super slow, and super unsafe on block.
}}
}}
 
 
'''Pile Drive Burial''' - 63214A
{{MoveData
|image=LB2_Juzoh_hcf+A.png
|caption=I'M the only one spamming jump normals around here, bub.
|name=63214A
|data=
{{AttackData-LB2
|damage=P 14+18 S 10+10
P 14+39 S 10+24
 
P 14+73 S 10+68


'''Mozuhana''' - qcb + C
P 14+94 S 10+92
{{MoveData|image=LB2_Juzoh_qcb+C.png|caption=Text|name=qcb+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
* A sneeze that creates a low hit
* Charbeable


'''Pile Drive Burial''' - hcf + A
P 14+52 S 10+35
{{MoveData|image=LB2_Juzoh_hcf+A.png|caption=Text|name=hcf+A|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|startup=1
* A ground-to-air grab. If not followed by anything, he bats opponents away.
|active=1
* Follow up with '''Suritsubushi''' (qcf + A)
|recovery=43
* Follow up with '''Bokunaguri''' (qcf + B)
|state=  
* Follow up with '''Ranmoku''' (hcb, hcb + AB); also a DM
|frame advantage=  
* Follow up with '''Chougeki Dou Ja''' (qcf, qcf + B); also a SDM
|meter gain=  
|guard=×
|cancel=  
|tech=  
|description=An anti air grab with multiple followups. The hitbox leaves something to be desired, but the damage is well worth it. The opponent can break out of it if they correctly guess the followup used by hitting A or B. The SDM ender is unique in that it can be done in both Power or Speed, and does not require a full bar of meter to perform, but will use any meter you have. As long as your health is below the threshold the SDM will be available.
* Follow up with '''Suritsubushi''' (236A)
* Follow up with '''Bokunaguri''' (236B)
* Follow up 236A with '''Ranmoku''' (6321463214AB); Unique DM
* Follow up 6321463214AB with '''Chougeki Dou Ja''' (236B); Unique SDM
* Follow up damage is notated as follows: Initial slam + No Followup, 236A (4 hits), 236A(4)+DM, 236A(4)+DM+SDM, 236B
}}
}}


'''Hammer Whop''' - hcb + B
'''Hammer Whop''' - 63214B
{{MoveData|image=LB2_Juzoh_hcb+B.png|caption=Text|name=hcb+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
* Follow up with '''Kattobashi''' (qcf + B)
|image=LB2_Juzoh_hcb+B.png
* Follow up with '''Futtobashi''' (qcf + C)
|caption=TONDEKEEEEE
* Follow up with '''Homerun!''' (qcf + AB); also a DM
|name=63214B
|image2=LB2_Juzoh_hcb+B,qcf+B.png
|caption2=63214B~236B
|image3=LB2_Juzoh_hcb+B,qcf+C.png
|caption3=63214B~236C
|image4=LB2_Juzoh_hcb+B,qcf+AB.png
|caption4=63214B~236AB
|data=
{{AttackData-LB2  
|version=On whiff
|damage=P 54/120 S 45/107
|startup=1
|active=1
|recovery=43
|state=  
|frame advantage=  
|meter gain=  
|guard=×
|cancel=  
|tech=  
|description=Juzoh tosses the opponent sky high, setting himself up for the swing of a lifetime. All followups have increased damage the closer they are to the center of Juzoh's swing, with 236AB doing up to 50% on most characters when timed properly: finishing the super input 63-65f (36-38f after juzoh releases them) after grabbing is the window for max damage.
236B should always be followed with 236C, which can then be followed up with 8B, or 623B for an OTG if you're in the corner. This move can actually be cancelled into 63214A at any time, letting you either followup with that instead or go for a gimmicky reset by hitting the opponent with a normal.
* Follow up with '''Kattobashi''' (236B)
* Follow up with '''Futtobashi''' (236C)
* Follow up with '''Homerun!''' (236AB); Unique DM
* The damage on 236B and 236C is variable depending on swing timing. Damage listed is for the sweet spot on both 236B and 236AB.
}}
{{AttackData-LB2
|header=no
|version=236B
|damage=
|startup=1
|active=1
|recovery=43
|state=
|frame advantage=
|meter gain=
|guard=×
|cancel=
|tech=
|description= -
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Juzoh_hcb+B,qcf+B2.png|2nd hit
LB2_Juzoh_hcb+B,qcf+B3.png|3rd hit
LB2_Juzoh_hcb+B,qcf+B4.png|4th hit
LB2_Juzoh_hcb+B,qcf+B5.png|5th hit
</gallery>
}}
{{AttackData-LB2
|header=no
|version=236C
|damage=
|startup=1
|active=1
|recovery=43
|state=
|frame advantage=
|meter gain=
|guard=×
|cancel=
|tech=
|description= -
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Juzoh_hcb+B,qcf+C2.png|2nd hit
</gallery>
}}
{{AttackData-LB2
|header=no
|version=236AB
|damage=120,76
|startup=26
|active=2,1
|recovery=70
|state=
|frame advantage=
|meter gain=
|guard=×
|cancel=
|tech=
|description= Damage values for perfect hit and early hit. Juzoh is completely invincible during recovery except for the last frame
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Juzoh_hcb+B,qcf+AB2.png|2nd hit
</gallery> 
}}
}}


==Desperation Moves==
==Desperation Moves==
'''"Just Dandy" Invincible''' - qcf, qcf + AB
'''"Just Dandy" Invincible''' - 236236AB
{{MoveData|image=LB2_Juzoh_qcf+qcf+AB.png|caption=Text|name=qcf+qcf+AB|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
* Juzoh does a small jump and slams club into the ground. Caution when using this move, it's deflectable.
|image=LB2_Juzoh_qcf+qcf+AB.png
|caption=
|name=236236AB
|data=
{{AttackData-LB2  
|damage=112
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Juzoh leaps into the sky and comes crashing down with his club, being fully armored from startup until he hits the ground. Your only super that can be used in combos, whether in corner combos or off of super cancelling 623A. The armor can be interrupted by lows.
}}
}}


==Super Desperation Move==
==Super Desperation Move==
'''Ultra-Violent Eruption''' - qcf, qcf + B
'''Ultra-Violent Eruption''' - 236236B
{{MoveData|image=LB2_Juzoh_qcf+qcf+B.png|caption=Text|name=qcf+qcf+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
* Juzoh attacks with a headbutt, then launches opponent into the air, and slams the club into the ground, exploding it and the opponent.
|image=LB2_Juzoh_qcf+qcf+B.png
|caption=
|name=236236B
|data=
{{AttackData-LB2  
|damage=134
|startup=33
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=Juzoh attacks with a headbutt, then launches opponent into the air, and slams the club into the ground, exploding it and the opponent. This super is only guaranteed off of instantly cancelling a deflect; it's too slow to be used in combos at all. It does come with some handy super armor, though.
}}
}}


==Combos==
==Combos==
Juzoh as one would expect has very lacking combos. While they do hurt, he has few options for meaningful damage off of any non j.B normals.
===Any Mode===
===Any Mode===
hcb B (near), qcf C
* 63214B 236B 236C, 8B
BC, dp B
: Go-to command grab conversion.
hcb B (near), hcb A, qcf A
* 63214B 236B 236C, 66 5C
hcb B (near), qcf AB
: Because of the way damage scaling works, this will do more damage against Shigen/Juzoh than the above combo. Gives better oki.
hcb B (near), qcf B, qcf C
* 63214B 236AB
: Primary command grab conversion with meter. Does over 50% if you hit the sweetspot.
* 63214B, 63214A xx 236A/B xx 6321463214AB xx 236236B
: You can actually cancel 63214B into 63214A at any time. Not particularly useful, but it exists.
* 63214B 236B 236C, 66(OTG)
: Gives up a significant amount of damage for potential 82 sideswitch oki. Still mostly a meme.
* 5B xx 236A
: Yes, this is all you get.
* j.B, 6C, 623A (OTG)
* j.B, 5b xx 236A
: Requires j.B to be done way closer to the ground than normal, but does more damage than the above combo and works at max range.
* 2C, 2C, 2C
: Your only link combo. Pretty good all things considered, as its on your best mash button and also functions as a tick throw.


===Power Mode Only===
===Power Mode Only===
j B, f C, dp B
* j.B, 6C xx 236C, 623B
j B, f C, qcf B
: Great way to squeeze out extra corner carry and damage from a stray j.B
j B, f C, hcb A, qcf A, hcb, hcb AB, hcb, hcb B
* j.B, 6C xx 236B
: Trades consistency for slightly more damage and longer corner carry. Cannot be done with your back to the wall as the 6C sends them way too far to follow up.
* j.B, 6C xx 236C, 63214A xx 236A/B xx 6321463214AB xx 236B
: Another 63214A combo. Trades consistency for much higher damage if you can correctly guess which followup to use.
* 623A 236236AB
: An easy combo into DM, although it requires you to be practically point blank.
*6C 236236AB
: in a corner cancel immediately, from farther out delay the dm a bit. Does not work everywhere. Close to a corner you’ll get the snap effect on the dm, from farther out it’ll be a multi hit juggle.
 
====Corner only====
* j.B, 6C xx 236236AB
: Another kind of finnicky DM combo. Requires you to still be pretty close.
* j.B, 6C xx [6]4C
: Your absolute best corner combo. Hits like a truck.


===EX Mode Only===
===EX Mode Only===
BC, hcb A, qcf A, hcb, hcb AB, hcb, hcb B
: Juzoh gains nothing unique in EX mode. All non 6C combos from Power, and all combos from Speed are possible.
 
===Speed Mode Only===
* 2C, 2C xx [1]3C, 236C 236C
: Because of the differences in Speed headbutts, you can get a real combo off of 2C. You can choose to do another 236C to try and catch them with the unblockable, but it's not recommended.
* 66A/B 5B xx 236A
: Decent damage off of a running button.
* 5BC (stagger), 66 63214B
: Very nice, easy conversion off of an overhead stagger.
* 5BC (stagger), 5A 5B xx 236A
: If you aren't confident in your dashing skills or just can't find the timing, this works easily.
* 5BC (launch), 8B


===Power and EX Mode===
dp A (near), qcf, qcf AB
hcb B (near), hcb A, qcf A, hcb, hcb AB, hcb, hcb B


===Speed and EX Mode===
====Corner only====
j B, A, B, C
* 5B 5BC (launch), 63214A xx 236A/B xx 6321463214AB xx 236B
j B, b A, B, f C, u B
* 5BC (launch), 5A xx 22A/B
BC, hcb A, qcf B
: Not a combo, but an interesting gimmick setup. If they air tech the 5A you can easily snatch them with 63214A or 623B, or deflect their falling button. Otherwise they wake up directly into your fandango.
Dash A/B, BC, dp B
* 5BC (stagger), 22A/B
Dash A/B, d B, BC, dp B
: Technically this is fake but if your opponent isn’t good at mashing it can work. If you're in desperation, you can use the 6BC Fandango to combo into 63214A and its followups, or 236236AB. Still can be a strong, scary corner option.


===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


{{Navbox LB2}}
{{Navbox LB2}}


[[Category:The Last Blade 2]]
[[Category:The Last Blade 2]]
[[Category:Juzoh Kanzaki]]

Latest revision as of 22:03, 26 May 2024

Introduction

Juzoh is a powerhouse character focused around mixups and punishes. With phenomenal damage off of both of his DMs, his command grab, and his huge j.B, Juzoh can easily control the pace of the match when he gets in. The problem, however, is getting in. Juzoh is a big, slow target with few ways to mitigate fireballs or other space control tools, and has few quick buttons to mash out of pressure. This ultimately leads to Juzoh needing to take as many risks on defense as he does on offense, making his gameplan pretty shaky in practice. If you like high risk, high reward, and high amounts of salt, Juzoh is the character for you.

Strengths Weaknesses
  • Incredible punish game, can easily take off 50% with DM
  • Amazing j.B that lets him threaten opponents with a strong overhead and dangerous combos
  • Huge comeback potential
  • Commits hard on both offense and defense; almost no options are truly safe
  • Very poor conversions off of pokes and non j.B buttons
  • Getting into your optimal range can be difficult versus good players
Strengths Weaknesses
  • True low conversions help to round out your mixup game
  • 5BC is a strong threat, leading to free command grabs or high damage fandango resets
  • Huge drop-off in command grab and DM damage
  • Juzoh gains very little from Speed mode chains overall
Strengths Weaknesses
  • Faster 6B and 5BC along with full damage on your command grabs very nicely rounds out Juzoh's zoning capabilities
  • The best colors
  • Extra damage just isn't worth it
  • Makes your defense issues even worse, as Juzoh's larger health pool still doesn't make up for the damage increase

Normals

Standing

5A
Knock Knock
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 15/1 S 8/0 8 5 15 - P +3/-7 S +3/-12 P 6/3 S 2/1 M P ○/○ S ○/○ -

Juzoh taps the opponent with the handle of his club. Decently fast, it can be used as a short range poke or to safely catch jumps.

4A
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 15/1 S 8/0 8 4 17 - P +2/-13 S +2/-13 P 6/3 S 2/1 M P ○/○ S ○/○ -

An overall kind of useless normal. Outclassed by A in most every way given that 4A is slower with a worse hitbox.

5B
Practicing for those home runs.
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 30/3 S 16/0 18 1 32 - P -4/-10 S -4/-24 P 8/4 S 3/1 M P ○/○ S ○/○ -

Now we're getting to the fun buttons. Juzoh takes a big swing with his club, with a suitably big hitbox to match. Cancellable and combos nicely into 236A.

6B
"Please get hit by this."
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 50/6 S 23/0 P 26 S 16 2 30 - P -2/-13 S -2/-22 P 12/6 S 4/2 M P ×/× S ×/× -

BIG swing. Slow and unsafe, but the distance and damage are amazing, doing 1/4th the opponents health on counter hit. Decent at long range, not much else.

5C
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 15/1 S 14/0 11 2 21 - P 0/-15 S 0/-15 P 6/3 S 3/1 M P ○/○ S ○/○ -

Pretty useless button. Slow, bad frame advantage, and outclassed by pretty much everything else. It's only notable aspect is it hits OTG, but you've got better options for that.

6C
"BIGGER BOOT!"
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 24/3 S 19/0 11 2 35 - P KD/-28 S KD/-28 P 8/4 S 3/1 M P ○/○ S ×/× -

Big ol' kick. Cancellable in power, and an important combo tool. Can be combo'd off of a jump-in jB, letting you get a knockdown from anywhere on the screen.

BC(Power)
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.
63 46~66 2 44 - KD 12 × ×/× -

Unblockable. Not super useful for the same reason as most other unblockables, but it's decently fast. Might be able to hit someone with it once.

BC(Speed/EX)
Cool overhead! Too bad you don't get to use it.
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.
16/0 23 2 24 - -20 3/1 H ×/× -

A pretty fast overhead, that starts up slightly slower and recovers faster than 5B. You can land 63214B out of the crouching hit stagger (if your opponent is bad at mashing out, but it’s not guaranteed), and can followup the launch with 63214A in the corner.

BC(2)(Speed/EX)
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.
16/0 23 1 24 - -19 3/1 H ×/× -

Second hitbox of sBC. When hitting with this hitbox in particular, you are -19 instead of -20.

8B
Japanese Jumping Grapplers
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 24 S 21 26 1 32 - - P 2 S 1 × ×/× -

Hopping OTG move. Should always be done after a full command grab or headbutt.

Speed Chain
A>A
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.
- - - - Low - - Mid ○/○ -
C of A>B>C
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.
- - - - Any - - Mid ×/× All

-

Crouching

2A
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 15/1 S 13/0 11 5 12 - P +6/-9 S +6/-9 P 6/3 S 3/1 M P ○/○ S ○/○ -

Pretty wack button. Slow and can't combo into anything.

2B
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 28/3 S 23/0 20 2 34 - P -7/-10 S -7/-27 P 8/4 S 4/2 M P ○/○ S ○/○ -

Slightly longer, lower to the ground 5B. Not terribly useful, but not bad.

2C
Hope you like your singular link.
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 15/1 S 14/0 3 3 14 - P +6/-9 S +6/-9 P 6/3 S 3/1 L P ○/○ S ○/○ -

Your best crouching button by far. A super fast 2 frames of startup, low hitting, and can be linked into itself a maximum of 3 times.

3C
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 26/3 S 21/0 10 3 26 - P KD/-20 S KD/-20 P 8/4 S 3/1 L P ○/○ S ○/○ -

Regular old sweep. Your only low hitting knockdown.

Air

jA
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 15/1 S 11/0 4 5 - - - P 6/3 S 3/1 H P ×/× S ×/× -

Mostly used for an air to air.

jB
BONK
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 26/3 S 13/0 14 2 - - - P 8/4 S 3/1 H P ×/× S ×/× -

Your best normal, bar none. Quick to start up, great damage, great combo opportunities. Your number 1 high, and an amazing pressure tool when used during a hop.

jC
Crossups! Maybe.
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 15/1 S 11/0 4 3 - - - P 6/3 S 3/1 H P ×/× S ×/× -

Another good air to air. Best used when they're jumping up at you, and you don't have time for jB. This can actually cross up if you hit it deep enough, so have fun with that.

Ground Hits/OTGs

  • 623A/B: Least use cases, but best damage. Your go-to on a corner command grab. 623A does 26 damage, 623B does 30.
  • 8B: Most reliable, probably what you'll be using the most. Tracks from anywhere on the screen for 24 damage.
  • 5C: Mostly useless. Outclassed by all of your other OTG options, as it's slow and does a measly 15 damage. Despite this it is your only guaranteed OTG after 236236AB.
  • Dash across/on top of opponent: By far the funniest option you have, but definitely not the best. Does only 4 damage. On the plus side you are actionable immediately after making contact so you can jump back or over your opponent for some mind games if you wanted. Bonus style points if you end a round with this

Special Moves

Bopper - 236A/B

236A
Wish this knocked down.
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 32(39)/4 S 28(35)/3(4) 23 2 35 - -8/-28 - M - -
  • Juzoh hops forward, slams his club into the ground creating an explosion.

Your main followup to a stray 5B or 2B. Doesn't knock down, but is good to tack on extra damage.

236B
Wish this was faster.
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 35(41)/4(5) S 31(38)/3(4) 30 2 40 - KD/-32 - M - -
  • B version has a short hop delay and knocks down.

Cannot be combo'd into and knocks down. Useful as a gimmicky deflect bait or niche punish at best.

236A/B (Random)
HAPPA DAI!
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 39(41)/4(5) S 35(38)/3(4) - 2 40 - - - M - -
  • There is a random chance an enhanced version of this move will come out instead; Juzoh appears with a stalk in his mouth, says a different voice clip, causing the attack to deal extra damage, as shown in the parenthesis.

Rock Crusher - [6]4C/[1]3C

[6]4C/[1]3C
This isn't what they meant when they said "use your head"
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 70 S 33+11+11, 57 - - - - KD - × - -

A pretty strange gimmick, but a decent one. Does a gigantic chunk of damage, and you can even followup with the 8B OTG afterwards. The Speed version can be combo'd into from 2C. It can actually be charged in two ways; [6]4 and [1]3. Note that for the latter method, you must end on 3.

  • Juzoh leans back to deliver a headbutt
  • Unblockable in Power Mode
  • Follow up with Tetsu Atama (236C)(x3) in Speed Mode
  • Tetsu Atama is three additional headbutt's, the last of which is unblockable

Violent Quake - 623A/B

623A
Hurray! Super combos!
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 26,(13)/3(1) S 23,(11)/2(1) - - - - - - M - -

Can be super cancelled, but you have to be very close to get it to combo. Doesn't have the same "snap" effect as 623B

623B
Hurray! Functional anti air!
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 30,(15)/3(1) S 31,(14)/3(1) - - - - - - M - -

A fairly decent anti air tool, since it "snaps" opponents in when they get near the hitbox. Preferred when you don't have the spacing to use 63214A or an air normal.

  • A version is stationary, B version hops forwards.
  • If either version is cancelled into from 236C, both versions will gain extra forward momentum.
  • Both versions have invisible grounded hitboxes that will knock down at range. The damage for these hitboxes is notated in parenthesis.

Yasegaman - 236+C

236C
Hammerfall?
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.
- - - - - - - - - -

A unique, armored run. Can be cancelled into deflect, both DM and SDM, and all special moves except for 63214B. The armor lasts until the run ends. The armor can be interrupted by lows.

Mozuhana - 214+C

214C
Juzoh actually has an allergic reaction to being good.
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 30/3 S 26/3 33~83 4 52 - KD/-45 - M - -

Short range, chargeable sneeze. Only good for a joke. Poor range, super slow, and super unsafe on block.


Pile Drive Burial - 63214A

63214A
I'M the only one spamming jump normals around here, bub.
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 14+18 S 10+10

P 14+39 S 10+24

P 14+73 S 10+68

P 14+94 S 10+92

P 14+52 S 10+35

1 1 43 - - - × - -

An anti air grab with multiple followups. The hitbox leaves something to be desired, but the damage is well worth it. The opponent can break out of it if they correctly guess the followup used by hitting A or B. The SDM ender is unique in that it can be done in both Power or Speed, and does not require a full bar of meter to perform, but will use any meter you have. As long as your health is below the threshold the SDM will be available.

  • Follow up with Suritsubushi (236A)
  • Follow up with Bokunaguri (236B)
  • Follow up 236A with Ranmoku (6321463214AB); Unique DM
  • Follow up 6321463214AB with Chougeki Dou Ja (236B); Unique SDM
  • Follow up damage is notated as follows: Initial slam + No Followup, 236A (4 hits), 236A(4)+DM, 236A(4)+DM+SDM, 236B

Hammer Whop - 63214B

63214B
TONDEKEEEEE
63214B~236B
63214B~236C
63214B~236AB
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.
On whiff P 54/120 S 45/107 1 1 43 - - - × - -

Juzoh tosses the opponent sky high, setting himself up for the swing of a lifetime. All followups have increased damage the closer they are to the center of Juzoh's swing, with 236AB doing up to 50% on most characters when timed properly: finishing the super input 63-65f (36-38f after juzoh releases them) after grabbing is the window for max damage. 236B should always be followed with 236C, which can then be followed up with 8B, or 623B for an OTG if you're in the corner. This move can actually be cancelled into 63214A at any time, letting you either followup with that instead or go for a gimmicky reset by hitting the opponent with a normal.

  • Follow up with Kattobashi (236B)
  • Follow up with Futtobashi (236C)
  • Follow up with Homerun! (236AB); Unique DM
  • The damage on 236B and 236C is variable depending on swing timing. Damage listed is for the sweet spot on both 236B and 236AB.
236B - 1 1 43 - - - × - -

-

236C - 1 1 43 - - - × - -

-

236AB 120,76 26 2,1 70 - - - × - -

Damage values for perfect hit and early hit. Juzoh is completely invincible during recovery except for the last frame

Desperation Moves

"Just Dandy" Invincible - 236236AB

236236AB
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.
112 - - - - - - - - -

Juzoh leaps into the sky and comes crashing down with his club, being fully armored from startup until he hits the ground. Your only super that can be used in combos, whether in corner combos or off of super cancelling 623A. The armor can be interrupted by lows.

Super Desperation Move

Ultra-Violent Eruption - 236236B

236236B
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.
134 33 - - - - - - - -

Juzoh attacks with a headbutt, then launches opponent into the air, and slams the club into the ground, exploding it and the opponent. This super is only guaranteed off of instantly cancelling a deflect; it's too slow to be used in combos at all. It does come with some handy super armor, though.

Combos

Juzoh as one would expect has very lacking combos. While they do hurt, he has few options for meaningful damage off of any non j.B normals.

Any Mode

  • 63214B 236B 236C, 8B
Go-to command grab conversion.
  • 63214B 236B 236C, 66 5C
Because of the way damage scaling works, this will do more damage against Shigen/Juzoh than the above combo. Gives better oki.
  • 63214B 236AB
Primary command grab conversion with meter. Does over 50% if you hit the sweetspot.
  • 63214B, 63214A xx 236A/B xx 6321463214AB xx 236236B
You can actually cancel 63214B into 63214A at any time. Not particularly useful, but it exists.
  • 63214B 236B 236C, 66(OTG)
Gives up a significant amount of damage for potential 82 sideswitch oki. Still mostly a meme.
  • 5B xx 236A
Yes, this is all you get.
  • j.B, 6C, 623A (OTG)
  • j.B, 5b xx 236A
Requires j.B to be done way closer to the ground than normal, but does more damage than the above combo and works at max range.
  • 2C, 2C, 2C
Your only link combo. Pretty good all things considered, as its on your best mash button and also functions as a tick throw.

Power Mode Only

  • j.B, 6C xx 236C, 623B
Great way to squeeze out extra corner carry and damage from a stray j.B
  • j.B, 6C xx 236B
Trades consistency for slightly more damage and longer corner carry. Cannot be done with your back to the wall as the 6C sends them way too far to follow up.
  • j.B, 6C xx 236C, 63214A xx 236A/B xx 6321463214AB xx 236B
Another 63214A combo. Trades consistency for much higher damage if you can correctly guess which followup to use.
  • 623A 236236AB
An easy combo into DM, although it requires you to be practically point blank.
  • 6C 236236AB
in a corner cancel immediately, from farther out delay the dm a bit. Does not work everywhere. Close to a corner you’ll get the snap effect on the dm, from farther out it’ll be a multi hit juggle.

Corner only

  • j.B, 6C xx 236236AB
Another kind of finnicky DM combo. Requires you to still be pretty close.
  • j.B, 6C xx [6]4C
Your absolute best corner combo. Hits like a truck.

EX Mode Only

Juzoh gains nothing unique in EX mode. All non 6C combos from Power, and all combos from Speed are possible.

Speed Mode Only

  • 2C, 2C xx [1]3C, 236C 236C
Because of the differences in Speed headbutts, you can get a real combo off of 2C. You can choose to do another 236C to try and catch them with the unblockable, but it's not recommended.
  • 66A/B 5B xx 236A
Decent damage off of a running button.
  • 5BC (stagger), 66 63214B
Very nice, easy conversion off of an overhead stagger.
  • 5BC (stagger), 5A 5B xx 236A
If you aren't confident in your dashing skills or just can't find the timing, this works easily.
  • 5BC (launch), 8B


Corner only

  • 5B 5BC (launch), 63214A xx 236A/B xx 6321463214AB xx 236B
  • 5BC (launch), 5A xx 22A/B
Not a combo, but an interesting gimmick setup. If they air tech the 5A you can easily snatch them with 63214A or 623B, or deflect their falling button. Otherwise they wake up directly into your fandango.
  • 5BC (stagger), 22A/B
Technically this is fake but if your opponent isn’t good at mashing it can work. If you're in desperation, you can use the 6BC Fandango to combo into 63214A and its followups, or 236236AB. Still can be a strong, scary corner option.

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
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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