-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The Last Blade 2/Kojiroh Sanada: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Added dashing/chain normals
Purin (talk | contribs)
No edit summary
 
(48 intermediate revisions by 7 users not shown)
Line 1: Line 1:
[[File:Kojirou-med1.gif|right|frame]]
[[File:Kojirou-med1.gif|right|frame]]
==Overview==
Placeholder
{| class="wikitable"
|+
! Style
! Strengths
! Weaknesses
|-
! scope=row | Power
|
* Strength 1
* Strength 2
|
* Weakness 1
* Essential tools extend her hurtbox during startup
|-
! scope=row | Speed
|
* Strength 1
* Strength 2
|
* Weakness 1
* Essential tools extend her hurtbox during startup
|-
! scope=row | EX
|
* Strength 1
* Strength 2
|
* Weakness 1
* Essential tools extend her hurtbox during startup
|}


==Normals==
==Normals==
====Standing====
====Standing====
{{MoveData|image=LB2_Kojiroh_A.jpg|caption=Text|name=A|data= {{AttackData-LB2 |damage=P13/1 S8/0 |startup=5 |active=2 |recovery=15 |state= |frame advantage=P+6/-7 S+6/-9 |meter gain= |guard=M |cancel= |tech= |description=A fairly average jab with good horizontal priority but terrible anti-air priority. Leads to good damage in speed/EX and can be useful for resetting the opponent after a launch.}}}}
{{MoveData
{{MoveData|image=LB2_Kojiroh_b+A.jpg|caption=Text|name=b+A|data= {{AttackData-LB2 |damage=P13/1 S8/0 |startup=3 |active=2 |recovery=15 |state= |frame advantage=P+6/-7 S+6/-9 |meter gain= |guard=M |cancel= |tech= |description=A fast jab that leads to good damage in any mode, but its range is incredibly short and as such becomes fairly situational to use.}}}}
|image=LB2_Kojiroh_A.png
{{MoveData|image=LB2_Kojiroh_B.jpg|caption=Text|name=B|data= {{AttackData-LB2 |damage=P36/3 S16/0 |startup=12 |active=23 |recovery=24 |state= |frame advantage=P+1/-10 S+1/-19 |meter gain= |guard=M |cancel= |tech= |description=A slow, short range shoulder bash. Typically inferior to d+B, but has faster startup which leads to tighter blockstrings.}}}}
|caption=Text
{{MoveData|image=LB2_Kojiroh_f+B.jpg|caption=Text|name=f+B|data= {{AttackData-LB2 |damage=P50/6 S23/0 |startup=P19 S13 |active=2 |recovery=33 |state= |frame advantage=P-5/-13 S-5/-23 |meter gain= |guard=M |cancel= |tech= |description=A long range poke whose utility vastly changes depending on whether you're using power or speed/EX. -todo-}}}}
|name=5A
{{MoveData|image=LB2_Kojiroh_C.jpg|caption=Text|name=C|data= {{AttackData-LB2 |damage=P13/1 S11/0 |startup=9 |active=2 |recovery=18 |state= |frame advantage=+3/-12 |meter gain= |guard=M |cancel= |tech= |description=Hits OTG.}}}}
|data=
{{MoveData|image=LB2_Kojiroh_f+C.jpg|caption=Text|name=f+C|data= {{AttackData-LB2 |damage=P19/2 S16/0 |startup=10 |active=8 |recovery=22 |state= |frame advantage=-/-21 |meter gain= |guard=M |cancel= |tech= |description=A wallbounce with a relatively disjointed hitbox compared to most others. Also an incredibly active normal, so it can find some use as a whiff punish.}}}}
{{AttackData-LB2
{{MoveData|image=LB2_Kojiroh_pBC.jpg|caption=Text|name=BC(Power)|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=An unblockable which can be held to delay the hit. One of the more viable unblockables in the game because Kojiroh takes a step back before charging, allowing you to bait a lot of moves thanks to the extra distance. Beware that the hitbox can still be deflected, but this can be countered by holding the input for a short while.}}}}
|version= Power
{{MoveData|image=LB2_Kojiroh_sBC.jpg|caption=Text|name=BC(Speed/EX)|data= {{AttackData-LB2 |damage=19/0 |startup=22 |active=3 |recovery=23 |state= |frame advantage=-/-20 |meter gain= |guard=H |cancel= |tech= |description=A reactable overhead that causes a stagger if landed raw, or a launch if combo'd into. Serviceable as a quick anti-air.}}}}
|damage=13/1
{{MoveData|image=LB2_Kojiroh_sf+BC.jpg|caption=Text|name=f+BC(Speed/EX)|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard=H |cancel= |tech= |description=A command normal exclusive to speed/EX mode which cannot be chained into. Hits high, but is not a very good mixup tool due to being reactable and punishable on block. What this move is incredible at is anti-airing, as the hitbox is very tall and the hit itself is untechable into a hard knockdown. If landed against a jumping opponent, you can even combo directly into a furious fandango (d,d+A/B). If landed too low to do so or you lack meter, it's ideal to instead combo into dp+B or f+B depending on your range.}}}}
|startup=6
{{MoveData|image=LB2_Kojiroh_df+B.jpg|caption=Text|name=df+B|data= {{AttackData-LB2 |damage=P21 S23 |startup=13 |active=8 |recovery=22 |state= |frame advantage=N/A |meter gain= |guard=N/A |cancel= |tech= |description=Hits OTG.}}}}
|active=2  
* A, B, and C can cancel in both Power Mode and Speed Mode
|recovery=15  
* forward + B (Power and Speed) is not cancellable
|state= Any
* forward + C in Speed Mode is not cancellable
|frame advantage=+6/-7
|meter gain=  
|guard=M  
|cancel= o/o
|tech=  
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=8/0
|startup=6
|active=2
|recovery=15
|state= Any
|frame advantage=+6/-9
|meter gain=  
|guard=M
|cancel= o/o
|tech=  
|description=A fairly average jab with good horizontal priority but terrible anti-air priority. Leads to good damage in speed/EX and can be useful for resetting the opponent after a launch.
}}
}}
 
{{MoveData
|image=LB2_Kojiroh_b+A.png
|caption=Text
|name=4A
|data=
{{AttackData-LB2
|version= Power
|damage=13/1
|startup=4
|active=2
|recovery=15
|state= Any
|frame advantage=+6/-7
|meter gain=  
|guard=M  
|cancel= o/o
|tech=  
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=8/0
|startup=4
|active=2
|recovery=15
|state= Any
|frame advantage=+6/-9
|meter gain=  
|guard=M
|cancel= o/o
|tech=  
|description=A fast jab that leads to good damage in any mode, but its range is incredibly short and as such becomes fairly situational to use.
}}
}}
 
{{MoveData
|image=LB2_Kojiroh_B.png
|caption=Text
|name=5B
|data=
{{AttackData-LB2
|version= Power
|damage=36/3
|startup=13
|active=23
|recovery=24
|state= Any
|frame advantage=+1/-10
|meter gain=  
|guard=M  
|cancel= o/o
|tech=  
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=16/0  
|startup=13
|active=23
|recovery=24
|state= Any
|frame advantage=+1/-19
|meter gain=  
|guard=M  
|cancel= o/o
|tech=  
|description=A slow, short range shoulder bash. Typically inferior to 2B, but has faster startup which leads to tighter blockstrings.
}}
}}
 
{{MoveData
|image=LB2_Kojiroh_f+B.png
|caption=Text
|name=6B
|data=
{{AttackData-LB2
|version= Power
|damage=50/6
|startup=20
|active=2
|recovery=33
|state= Any
|frame advantage=-5/-13
|meter gain=  
|guard=M
|cancel= x/x
|tech=  
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=23/0
|startup=14
|active=2
|recovery=33
|state= Any
|frame advantage=-5/-23
|meter gain=
|guard=M
|cancel= x/x
|tech=  
|description=A long range poke whose utility vastly changes depending on whether you're using power or speed/EX. -todo-
}}
}}
 
{{MoveData
|image=LB2_Kojiroh_C.png
|caption=Text
|name=5C
|data=
{{AttackData-LB2
|version= Power
|damage=13/1
|startup=10
|active=2
|recovery=18
|state= Any
|frame advantage=+3/-12
|meter gain=  
|guard=M
|cancel= o/o
|tech=  
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=11/0
|startup=10
|active=2
|recovery=18
|state= Any
|frame advantage=+3/-12
|meter gain=  
|guard=M
|cancel= o/o
|tech=  
|description=Hits OTG.
}}
}}
 
{{MoveData
|image=LB2_Kojiroh_f+C.png
|caption=Text
|name=6C
|data=
{{AttackData-LB2
|version= Power
|damage=19/2
|startup=11
|active=8
|recovery=22
|state= Any
|frame advantage=-/-21
|meter gain=
|guard=M
|cancel= o/o
|tech= None
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=16/0
|startup=11
|active=8  
|recovery=22  
|state= Any
|frame advantage=-/-21
|meter gain=  
|guard=M
|cancel= x/x
|tech= None
|description=A wallbounce with a relatively disjointed hitbox compared to most others. Also an incredibly active normal, so it can find some use as a whiff punish.
}}
}}
 
{{MoveData
|image=LB2_Kojiroh_pBC.png
|caption=Text
|name=BC(Power)
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state= Any
|frame advantage=
|meter gain=
|guard= UB
|cancel= x/x
|tech= None
|description=An unblockable which can be held to delay the hit. One of the more viable unblockables in the game because Kojiroh takes a step back before charging, allowing you to bait a lot of moves thanks to the extra distance. Beware that the hitbox can still be deflected, but this can be countered by holding the input for a short while. Note that this move will slide Kojiroh farther and faster the longer it is charged. Super cancelable when charged long enough
}}
}}
 
{{MoveData
|image=LB2_Kojiroh_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=A reactable overhead that causes a stagger if it hits a crouch blocking opponent, or a launch if combo'd into. Serviceable as a quick anti-air.
}}
}}
 
{{MoveData
|image=LB2_Kojiroh_df+BC.png
|caption=Text
|name=6BC(Speed/EX)
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state= Any
|frame advantage=
|meter gain=
|guard=H
|cancel= x/x
|tech=
|description=A command normal exclusive to speed/EX mode which cannot be chained into. Hits high, but is not a very good mixup tool due to being reactable and punishable on block. What this move is incredible at is anti-airing, as the hitbox is very tall and the hit itself is untechable into a hard knockdown. Dm can juggle after and if landed against a jumping opponent, you can even combo directly into a fandango (22A/B). If landed too low to do so or you lack meter, it's ideal to instead combo into 623B or 6B depending on your range.
}}
}}
 
{{MoveData
|image=LB2_Kojiroh_df+B.png
|caption=Text
|name=3B
|data=
{{AttackData-LB2
|version= Power
|damage=21
|startup=14
|active=8
|recovery=22
|state= Ground
|frame advantage=N/A
|meter gain=
|guard=N/A
|cancel= x/x
|tech= N/A
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=23
|startup=14
|active=8
|recovery=22
|state= Ground
|frame advantage=N/A
|meter gain=
|guard=N/A
|cancel= x/x
|tech= N/A
|description=Hits OTG.
}}
}}


====Crouching====
====Crouching====
{{MoveData|image=LB2_Kojiroh_d+A.jpg|caption=Text|name=d+A|data= {{AttackData-LB2 |damage=P13/1 S11/0 |startup=4 |active=4 |recovery=18 |state= |frame advantage=P-2/-10 S-2/-22 |meter gain= |guard=L |cancel= |tech= |description=A quick low with decent range. Hitting late with the speed version will increase its hitstun for whatever reason.}}}}
{{MoveData
{{MoveData|image=LB2_Kojiroh_d+A2.jpg|caption=Text|name=d+A2|data= {{AttackData-LB2 |damage=P13/1 S11/0 |startup=4 |active=4 |recovery=18 |state= |frame advantage=P-2/-10 S+4/-16 |meter gain= |guard=L |cancel= |tech= |description=Second hitbox of the move above. Barely any difference in range, so you'll rarely ever hit this part instead.}}}}
|image=LB2_Kojiroh_d+A.png
{{MoveData|image=LB2_Kojiroh_d+B.jpg|caption=Text|name=d+B|data= {{AttackData-LB2 |damage=P26/3 S19/0 |startup=P17 S18 |active=P3 S4 |recovery=23 |state= |frame advantage=P+2/-10 S0/-20 |meter gain= |guard=M |cancel= |tech= |description=A long range poke which does solid damage in its own right and can be canceled for more damage. Part of your optimal speed chains, but becomes unsafe on block while in speed/EX so you must hitconfirm correctly.}}}}
|image2=LB2_Kojiroh_d+A2.png
{{MoveData|image=LB2_Kojiroh_d+B2.jpg|caption=Text|name=d+B2|data= {{AttackData-LB2 |damage=P26/3 S19/0 |startup=P17 S18 |active=P3 S4 |recovery=23 |state= |frame advantage=P+4/-10 S+4/-16 |meter gain= |guard=M |cancel= |tech= |description=Second hitbox of the above move. There is a 1f/2f gap between the hitboxes (power and speed/EX respectively) despite only being a single hit normal.}}}}
|caption=That's not how meaties work
{{MoveData|image=LB2_Kojiroh_d+C.jpg|caption=Text|name=d+C|data= {{AttackData-LB2 |damage=P13/1 S11/0 |startup=3 |active=2 |recovery=16 |state= |frame advantage=+5/-10 |meter gain= |guard=L |cancel= |tech= |description=A 3f low with poor range and priority, but makes for a great mixup tool in either mode. Can be used as an alternative to b+A in some matchups, but will lead to less reward upon doing so.}}}}
|name=2A
{{MoveData|image=LB2_Kojiroh_df+C.jpg|caption=Text|name=df+C|data= {{AttackData-LB2 |damage=P24/3 S19/0 |startup=9 |active=2 |recovery=26 |state= |frame advantage=KD/-19 |meter gain= |guard=L |cancel= |tech= |description=A slide kick with moderate range. Incredibly unsafe on block or whiff, and isn't active for nearly as long as you'd think. As such this move will often be stuffed and isn't nearly as useful as you'd think at first glance.}}}}
|data=
{{AttackData-LB2
|version= Power
|damage=13/1
|startup=5
|active=2,2
|recovery=18  
|state= Any
|frame advantage=-2(-2)/-10(-10)
|meter gain=
|guard=L
|cancel= o/o
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=11/0
|startup=5
|active=2,2
|recovery=18
|state= Any
|frame advantage=-2(+4)/-22(-16)
|meter gain=  
|guard=L  
|cancel= o/o
|tech=  
|description=A quick low with decent range. Hitting late with this move will alter its hitstun slightly (shown in brackets). If playing in power mode this becomes a primary poke for keeping opponents at bay. At -2 (on its first hitbox) it’s one of the few truly safe normals in this game when used on it’s own
}}
}}
 
{{MoveData
|image=LB2_Kojiroh_d+B.png
|image2=LB2_Kojiroh_d+B2.png
|caption=''Mind the gap here''
|name=2B
|data=
{{AttackData-LB2
|version= Power
|damage=26/3
|startup=18
|active=1-(1)-2
|recovery=23
|state= Any
|frame advantage=+2(+4)/-10(-10)
|meter gain=  
|guard=M
|cancel= o/o
|tech=  
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=19/0  
|startup=19
|active=2-(2)-2
|recovery=23  
|state= Any
|frame advantage=0(+4)/-20(-16)
|meter gain=  
|guard=M  
|cancel= o/o
|tech=  
|description=A long range poke which does solid damage in its own right and can be canceled for more damage. Part of your optimal speed chains, but becomes unsafe on block while in speed/EX so you must hitconfirm correctly. There is a gap during the active frames of this move despite only being one hit, and connecting the late part of the move will change its hitstun (shown in brackets).
}}
}}
 
{{MoveData
|image=LB2_Kojiroh_d+C.png
|caption=Cross under 82c for extra schmix
|name=2C
|data=
{{AttackData-LB2
|version= Power
|damage=13/1
|startup=4
|active=2
|recovery=16
|state= Any
|frame advantage=+5/-10  
|meter gain=  
|guard=L
|cancel= x/x
|tech=  
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=11/0  
|startup=4
|active=2  
|recovery=16  
|state= Any
|frame advantage=+5/-10  
|meter gain=  
|guard=L  
|cancel= o/o
|tech=  
|description=A 3f low with poor range and priority, but makes for a great mixup tool in either mode. Can be used as an alternative to 4A in some matchups, but will lead to less reward upon doing so.
}}
}}
 
{{MoveData
|image=LB2_Kojiroh_df+C.png
|caption=Text
|name=3C
|data=
{{AttackData-LB2
|version= Power
|damage=24/3  
|startup=10
|active=2
|recovery=26
|state= Any
|frame advantage=KD/-19
|meter gain=
|guard=L
|cancel= o/o
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=19/0  
|startup=10
|active=2  
|recovery=26  
|state= Any
|frame advantage=KD/-19  
|meter gain=  
|guard=L  
|cancel= o/o
|tech=  
|description=A slide kick with moderate range. Incredibly unsafe on block or whiff, and isn't active for nearly as long as you'd think. As such this move will often be stuffed and isn't nearly as useful as you'd think at first glance.
}}
}}


====Air====
====Air====
{{MoveData|image=LB2_Kojiroh_jA.jpg|caption=Text|name=jA|data= {{AttackData-LB2 |damage=P13/1 S11/0 |startup=4 |active=4 |recovery=N/A |state= |frame advantage= |meter gain= |guard=H |cancel= |tech= |description=A quick jumping normal with great air to air priority, and loads your options against grounded opponents very effectively if spaced.}}}}
{{MoveData
{{MoveData|image=LB2_Kojiroh_jB.jpg|caption=Text|name=jB|data= {{AttackData-LB2 |damage=P26/3 S13/0 |startup=7 |active=4 |recovery=N/A |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=A large normal with an equally large amount of hurtbox extension. Can be used as a commital jump-in while in power mode thanks to the high damage, but is almost entirely inferior to j.C in speed/EX.}}}}
|image=LB2_Kojiroh_jA.png
{{MoveData|image=LB2_Kojiroh_jC.jpg|caption=Text|name=jC|data= {{AttackData-LB2 |damage=P13/1 S11/0 |startup=3 |active=7 |recovery=N/A |state= |frame advantage= |meter gain= |guard=H |cancel= |tech= |description=Kojiroh's primary jump in. Great disjoint against grounded opponents, has minimal hurtbox extension, and still has the range to intercept the opponent if they hop. Couple that with its incredible frame data, and you've got a phenomenal tool to extend pressure or punish projectiles.
|caption=Text
Can also be used to punish the opponent for dropping tech chases, but is way too risky for what it's worth given Kojiroh's lack of divekicks.}}}}
|name=J.A
* all but low A and low C in Power mode can cancel when crouching
|data=
{{AttackData-LB2
|version= Power
|damage=13/1
|startup=5
|active=4
|recovery=N/A
|state= Any
|frame advantage= N/A
|meter gain=
|guard=H
|cancel= x/x
|tech= Air
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=11/0  
|startup=5
|active=4  
|recovery=N/A  
|state= Any
|frame advantage=N/A
|meter gain=  
|guard=H
|cancel= x/x
|tech= Air
|description=A quick jumping normal with great air to air priority, and loads your options against grounded opponents very effectively if spaced.
}}
}}
 
{{MoveData
|image=LB2_Kojiroh_jB.png
|caption=Text
|name=J.B
|data=
{{AttackData-LB2
|version= Power
|damage=26/3  
|startup=8
|active=4
|recovery=N/A
|state= Any
|frame advantage= N/A
|meter gain=
|guard= H
|cancel= x/x
|tech= Air
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=13/0  
|startup=8
|active=4  
|recovery=N/A  
|state= Any
|frame advantage=+6/-9
|meter gain=  
|guard=H
|cancel= x/x
|tech= Air
|description=A large normal with an equally large amount of hurtbox extension. Can be used as a commital jump-in while in power mode thanks to the high damage, but is almost entirely inferior to j.C in speed/EX.
}}
}}
 
{{MoveData
|image=LB2_Kojiroh_jC.png
|caption=Win condition
|name=J.C
|data=
{{AttackData-LB2
|version= Power
|damage=13/1
|startup=4
|active=7
|recovery=N/A
|state= Any
|frame advantage=N/A
|meter gain=
|guard=H
|cancel= x/x
|tech= Air
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=11/0  
|startup=4
|active=7  
|recovery=N/A  
|state= Any
|frame advantage=N/A
|meter gain=  
|guard=H  
|cancel= x/x
|tech= Air
|description=Kojiroh's primary jump in. Great disjoint against grounded opponents, has minimal hurtbox extension, and still has the range to intercept the opponent if they hop. Couple that with its incredible frame data, and you've got a phenomenal tool to extend pressure or punish projectiles.
Can also be used to punish the opponent for dropping tech chases, but is way too risky for what it's worth given Kojiroh's lack of divekicks.
}}
}}


====Dashing====
====Dashing====
{{MoveData|image=LB2_Kojiroh_dashHigh.jpg|caption=Text|name=Dashing high|data= {{AttackData-LB2 |damage=P26/3 S19/0 |startup=9 |active=2 |recovery=30 |state= |frame advantage=P-3/-10 S-3/-23 |meter gain= |guard=M |cancel= |tech= |description=A high priority dashing normal. Typically not used very often in neutral since Kojiroh's command run loads your options significantly better than a normal dash, but this move can prove useful for certain oki setups due to hitting ground techs.}}}}
{{MoveData
{{MoveData|image=LB2_Kojiroh_dashLow.jpg|caption=Text|name=Dashing low|data= {{AttackData-LB2 |damage=P26/3 S19/0 |startup=9 |active=10 |recovery=23 |state= |frame advantage=PKD/-24 SKD/-23 |meter gain= |guard=L |cancel= |tech= |description=A dashing low with a ton of active frames. Everything 3C should have been and more, but unfortunately finds little use due to the prerequisite of dashing.}}}}
|image=LB2_Kojiroh_dashHigh.png
|caption=Text
|name=Dashing high
|data=
{{AttackData-LB2
|version= Power
|damage=26/3
|startup=10
|active=2  
|recovery=30  
|state= Any
|frame advantage=-3/-10
|meter gain=
|guard=M
|cancel= o/o
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=19/0
|startup=10
|active=2
|recovery=30
|state= Any
|frame advantage=-3/-23  
|meter gain=  
|guard=M  
|cancel= o/o
|tech=  
|description=A high priority dashing normal. Typically not used very often in neutral since Kojiroh's command run loads your options significantly better than a normal dash, but this move can prove useful for certain oki setups due to hitting ground techs.
}}
}}
 
{{MoveData
|image=LB2_Kojiroh_dashLow.png
|caption=Text
|name=Dashing low
|data=
{{AttackData-LB2
|version= Power
|damage=26/3  
|startup=10
|active=10  
|recovery=23  
|state= Any
|frame advantage=KD/-24  
|meter gain=
|guard=L
|cancel=
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=19/0
|startup=10
|active=10
|recovery=23
|state= Any
|frame advantage=KD/-23  
|meter gain=  
|guard=L  
|cancel=
|tech=  
|description=A dashing low with a ton of active frames. Everything 3C should have been and more, but unfortunately finds little use due to the prerequisite of dashing.
}}
}}


====Speed chain====
====Speed chain====
{{MoveData|image=LB2_Kojiroh_5aa.jpg|caption=Text|name=A>A|data= {{AttackData-LB2 |damage=8/0 |startup=4 |active=2 |recovery=19 |state= |frame advantage=+2/-13 |meter gain= |guard=M |cancel= |tech= |description=Combo filler.}}}}
{{MoveData
{{MoveData|image=LB2_Kojiroh_5a2a.jpg|caption=Text|name=A>2A|data= {{AttackData-LB2 |damage=11/0 |startup=2 |active=4 |recovery=18 |state= |frame advantage=+1/-14 |meter gain= |guard=L |cancel= |tech= |description=A solid low with more useful cancel properties compared to the normal 2A.}}}}
|image=LB2_Kojiroh_5aa.png
{{MoveData|image=LB2_Kojiroh_5a2a2.jpg|caption=Text|name=A>2A2|data= {{AttackData-LB2 |damage=11/0 |startup=2 |active=4 |recovery=18 |state= |frame advantage=+3/-12 |meter gain= |guard=L |cancel= |tech= |description=Second hitbox of the move above.}}}}
|caption=Text
{{MoveData|image=LB2_Kojiroh_5abc.jpg|caption=Text|name=A>B>C|data= {{AttackData-LB2 |damage=23/0 |startup=9 |active=4 |recovery=26 |state= |frame advantage=KD/-24 |meter gain= |guard=H |cancel= |tech= |description=An unreactable overhead that causes knockdown. Cannot be fuzzy guarded when mixed up with 3c. Beware as both normals are incredibly punishable on block and don't grant much reward, so this is not advised outside of closing rounds.}}}}
|name=5A>A
|data=
{{AttackData-LB2
|damage=8/0  
|startup=5
|active=2  
|recovery=19  
|state= Any
|frame advantage=+2/-13  
|meter gain=  
|guard=M  
|cancel= o/o
|tech=  
|description=Combo filler.
}}
}}
 
{{MoveData
|image=LB2_Kojiroh_5a2a.png
|image2=LB2_Kojiroh_5a2a2.png
|caption=Consistent hitstun unlike the raw version
|name=5A>2A
|data=
{{AttackData-LB2
|damage=11/0  
|startup=3
|active=2,2
|recovery=18  
|state= Any
|frame advantage=+1/-14  
|meter gain=  
|guard=L  
|cancel= o/o
|tech=  
|description=A solid low with more useful cancel properties compared to the normal 2A. Inputting this as 3A gives the standalone version of the normal.
}}
}}
 
{{MoveData
|image=LB2_Kojiroh_5abc.png
|caption=Text
|name=C of A>B>C
|data=
{{AttackData-LB2
|damage=23/0  
|startup=10
|active=4  
|recovery=26  
|state= Any
|frame advantage=KD/-24  
|meter gain=  
|guard=M
|cancel= x/x
|tech= Air
|description=Autocombo ender that causes a tech chase from a noticeable distance.
}}
}}


==Special Moves==
==Special Moves==
'''Flashing Flight''' - qcb + A
'''Flashing Flight''' - 214A
{{MoveData|image=LB2_Kojiroh_qcb+a.jpg|caption=Text|name=qcb+A|data= {{AttackData-LB2 |damage=P40/0 S29/0 |startup=10 |active=3,2 |recovery=29 |state= |frame advantage=KD/-21 |meter gain= |guard=L |cancel= |tech= |description=A sliding slash which covers a large amount of screen space. The first hit of the move will knockdown, while the latter will leave the opponent standing. This move functions as Kojiroh's primary combo ender, as it does consistent damage while guaranteeing a knockdown that can even be converted into an OTG. In neutral this tool is significantly more situational, but notably if you catch the opponent jumping back with the late hit you will be left in a favorable position to attempt a tech chase.}}}}
{{MoveData
{{MoveData|image=LB2_Kojiroh_qcb+a2.jpg|caption=Text|name=qcb+A2|data= {{AttackData-LB2 |damage=P30/3 S23/2 |startup=10 |active=3,2 |recovery=29 |state= |frame advantage=-1/-21 |meter gain= |guard=M |cancel= |tech= |description=Second hitbox of the move above. Won't knock down, and is actually minus on hit. As such it's almost always preferable to land the earlier hitbox if possible.
|image=LB2_Kojiroh_qcb+a.png
This hitbox has a 10f gap between the previous hit and itself.}}}}
|image2=LB2_Kojiroh_qcb+a2.png
* A dashing slash that starts low and finishes mid/high
|caption=Text
* Away from opponent, strikes mid or high
|name=214A
* Close to opponent or countering, strikes low, sweeping opponent into a knockdown
|data=
{{AttackData-LB2
|version= Power
|damage=40,30/0+3
|startup=11
|active=3-(10)-2
|recovery=29
|state= Any
|frame advantage=KD,-1/-21
|meter gain=
|guard=L/M
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=29,23/0+2
|startup=11
|active=3-(10)-2  
|recovery=29  
|state= Any
|frame advantage=KD,-1/-21  
|meter gain=  
|guard=L/M
|cancel= x/x
|tech=  
|description=A sliding slash which covers a large amount of screen space. The first hit of the move will hit low and knockdown, while the latter will leave the opponent standing and can be blocked high. This move functions as Kojiroh's primary combo ender, as it does consistent damage while guaranteeing a knockdown that can even be converted into an OTG. In neutral this tool is significantly more situational, but notably if you catch the opponent jumping back with the late hit you will be left in a favorable position to attempt a tech chase. The initial (knockdown) hit cannot hit airborne opponents, and will not have any effect if used from more than a roughly a character length away.  
}}
}}


'''Black Hole Blade''' - qcb + B
'''Black Hole Blade''' - 214B
{{MoveData|image=LB2_Kojiroh_qcb+B.jpg|caption=Text|name=qcb+B|data= {{AttackData-LB2 |damage=P10+13+19/1+1+2 S9+11+13/1+1+1 |startup=12 |active=2,2,2 |recovery=28 |state= |frame advantage=0/-20 |meter gain= |guard=M |cancel= |tech= |description=A disjointed multihit with fairly fast startup all things considered. Leaves you neutral on hit, so it can allow you to set up resets against characters with slow/poor jabs. More notably, this move is super cancel able in power/EX mode, allowing for very consistent and damaging combo enders at surprisingly long ranges.}}}}
{{MoveData
{{MoveData|image=LB2_Kojiroh_qcb+B2.jpg|caption=Text|name=qcb+B2|data= {{AttackData-LB2 |damage=P10+13+19/1+1+2 S9+11+13/1+1+1 |startup=12 |active=2,2,2 |recovery=28 |state= |frame advantage=0/-20 |meter gain= |guard=M |cancel= |tech= |description=Second hit of the move above, with an 11f gap between the previous hit and itself.}}}}
|image=LB2_Kojiroh_qcb+B.png
{{MoveData|image=LB2_Kojiroh_qcb+B3.jpg|caption=Text|name=qcb+B3|data= {{AttackData-LB2 |damage=P10+13+19/1+1+2 S9+11+13/1+1+1 |startup=12 |active=2,2,2 |recovery=28 |state= |frame advantage=0/-20 |meter gain= |guard=M |cancel= |tech= |description=Third hit of the move above, with a 9f gap between the previous hit and itself.}}}}
|image2=LB2_Kojiroh_qcb+B2.png
* Multiple forward mid strikes
|image3=LB2_Kojiroh_qcb+B3.png
* Strikes 3 times, strikes further forward with each strike
|caption=Text
* Able to super cancel in power/EX mode
|name=214B
|data=
{{AttackData-LB2
|version= Power
|damage=10+13+19/1+1+2  
|startup=13
|active=2-(11)-2-(9)-2  
|recovery=28  
|state=  
|frame advantage=0/-20  
|meter gain=  
|guard=M  
|cancel= o/o
|tech=  
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=9+11+13/1+1+1
|startup=13
|active=2-(11)-2-(9)-2  
|recovery=28  
|state= Any
|frame advantage=0/-20  
|meter gain=  
|guard=M  
|cancel= x/x
|tech=  
|description=A disjointed, advancing multihit with fairly fast startup all things considered. Leaves you neutral on hit, so it can allow you to set up resets against characters with slow/poor jabs. More notably, this move is super cancel able in power/EX mode (on the first hit only), allowing for very consistent and damaging combo enders at surprisingly long ranges.
}}
}}


'''Shujin''' - qcb + C
'''Shujin''' - 214C
{{MoveData|image=LB2_Kojiroh_qcb+C.jpg|caption=Text|name=qcb+C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=A command run that you can follow up with by either inputting a special or a unique command grab by tapping C again. This move will cancel itself automatically after a set amount of time, and can cross up the opponent even in the corner. Specials gain no unique properties when done off of this move (although kara canceling off qcb+C allows them to hit from much farther away). The command grab this move grants you has the same range as your normal throw, and has very similar properties with Kojiroh hurling the opponent a long distance opposite of the direction she's facing. The throw will reverse if you crossup the opponent to hit them, but be warned that this move is reactable at most ranges and the opponent becomes more likely to avoid the situation if you grab late. During during the run's recovery, you can still cancel into special or super. Recovery always faces towards the opponent so if you ran past them, you can input the cancel in their direction
{{MoveData
|image=LB2_Kojiroh_qcb+C.png
|caption=Text
|name=214C
|data=
{{AttackData-LB2
|damage= N/A
|startup=  
|active=  
|recovery=  
|state= Any
|frame advantage= N/A
|meter gain=  
|guard= N/A
|cancel= o/o
|tech= N/A
|description=A command run that you can follow up with by either inputting a special or a unique command grab by tapping C again. This move will cancel itself automatically after a set amount of time, and can cross up the opponent even in the corner. Specials gain no unique properties when done off of this move (although kara canceling off 214C allows them to hit from much farther away). The command grab this move grants you has the same range as your normal throw, and has very similar properties with Kojiroh hurling the opponent a long distance opposite of the direction she's facing. The throw will reverse if you crossup the opponent to hit them, but be warned that this move is reactable at most ranges and the opponent becomes more likely to avoid the situation if you grab late. During during the run's recovery, you can still cancel into special or super. Recovery always faces towards the opponent so if you ran past them, you can input the cancel in their direction
Overall this is a very strong tool to disorient your opponent and force a more advantageous position against rushdown characters. But be warned that it has no invincibility and will often get you punished if used recklessly.
Overall this is a very strong tool to disorient your opponent and force a more advantageous position against rushdown characters. But be warned that it has no invincibility and will often get you punished if used recklessly.
Leads to OTG upon throwing the opponent into the corner.}}}}
Leads to OTG upon throwing the opponent into the corner.
* Dashes forward
}}
* Follow up with '''Tenchi''' C
}}
* Press C after Kojiroh is near opponent to throw.
 
'''Empty Death''' - 623A/B
{{MoveData
|image=LB2_Kojiroh_dp+A.png
|caption=Gee tommy, how come mom lets you have two active frames?
|name=623A
|data=
{{AttackData-LB2
|version= Power
|damage=31/3
|startup=10
|active=1
|recovery=36
|state= Any
|frame advantage=-/-28
|meter gain=
|guard=M
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=20/2
|startup=10
|active=1
|recovery=36
|state= Any
|frame advantage=-/-28
|meter gain=
|guard=M
|cancel= x/x
|tech=
|description=A somewhat commital DP that leads to very lackluster rewards. Combine that with this move only having a single active frame, and this move is primarily relegated to a combo ender off specific launchers.
}}
}}
 
{{MoveData
|image=LB2_Kojiroh_dp+B.png
|caption=Finally, some actual anti-airs
|name=623B
|data=
{{AttackData-LB2
|version= Power
|damage=39/4
|startup=11
|active=4
|recovery=43
|state= Any
|frame advantage=-/-38
|meter gain=
|guard=M
|cancel= x/x
|tech=
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=26/3
|startup=11
|active=4
|recovery=43
|state= Any
|frame advantage=-/-38
|meter gain=
|guard=M
|cancel= x/x
|tech=
|description=A much higher priority yet more commital DP compared to 623A. However, this move has a fair number of active frames and as such can sparingly find use as an anti-air in power mode. Still considered an inferior anti-air to 6BC in speed mode both due to the long recovery and nonexistent reward.
}}
}}


'''Empty Death''' - dp + A/B
'''Blast-of-Plague Demise''' - 236A/B
{{MoveData|image=LB2_Kojiroh_dp+A.jpg|caption=Gee tommy, how come mom lets you have two active frames?|name=dp+A|data= {{AttackData-LB2 |damage=P31/3 S20/2 |startup=9 |active=1 |recovery=36 |state= |frame advantage=Launch/-28 |meter gain= |guard=M |cancel= |tech= |description=A somewhat commital DP that leads to very lackluster rewards. Combine that with the fact the move's total active frames adding up to a whopping 1, and this move is primarily relegated to a combo ender off specific launchers.}}}}
{{MoveData
{{MoveData|image=LB2_Kojiroh_dp+B.jpg|caption=Finally, some actual anti-airs|name=dp+B|data= {{AttackData-LB2 |damage=P39/4 S26/3 |startup=10 |active=4 |recovery=43 |state= |frame advantage=Luanch/-38 |meter gain= |guard=M |cancel= |tech= |description=A much higher priority yet more commital DP compared to dp+A. However, this move has a fair number of active frames and as such can sparingly find use as an anti-air in power mode. Still considered an inferior anti-air to f+BC in speed mode both due to the long recovery and nonexistent reward.}}}}
|image=LB2_Kojiroh_qcf+A.png
* 45 Degree upward thrust
|caption=Text
* anti-air
|name=236A
|data=
{{AttackData-LB2
|version= Power
|damage=  
|startup=  
|active=  
|recovery=  
|state= Any
|frame advantage=  
|meter gain=  
|guard=M  
|cancel= x/x
|tech=  
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=  
|startup=  
|active=  
|recovery=  
|state= Any
|frame advantage=  
|meter gain=  
|guard=M  
|cancel= x/x
|tech=  
|description=A basic yet effective fireball. Has a very tall hitbox that can often catch hopping opponents, which is made even more likely due to the fireball stalling in front of you for a short time after the move becomes active. Unsafe at point blank, but becomes safe or even advantageous with very short travel distance.
}}
}}


'''Blast-of-Plague Demise''' - qcf + A/B
{{MoveData
{{MoveData|image=LB2_Kojiroh_qcf+A.png|caption=Text|name=qcf+A|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard=M |cancel= |tech= |description=A basic yet effective fireball. Has a very tall hitbox that can often catch hopping opponents, which is made even more likely due to the fireball stalling in front of you for a short time after the move becomes active. Unsafe at point blank, but becomes safe or even advantageous with very short travel distance.}}}}
|image=LB2_Kojiroh_qcf+B.png
{{MoveData|image=LB2_Kojiroh_qcf+B.png|caption=Text|name=qcf+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard=M |cancel= |tech= |description=The move starts with Kojiroh effectively performing qcf+A but with longer startup. After that fireball is created, Kojiroh immediately throws a second, faster fireball that catches up with the first and merges to create a massive projectile that does very solid chip. Ironically less safe than qcf+A at closer ranges, but the extra chip can help close a round and the extra active frames make it more likely you will catch a jumping opponent.
|caption=Text
Note that while the projectiles are separated, they can block a total of two fireballs, but when they combine they can be neutralized by a single projectile. This means that this move is very good at counteracting zoning measures, but requires good timing in order to do so.}}}}
|name=236B
* Slashing projectile
|data=
* A version creates one hit
{{AttackData-LB2
* B version starts slower, makes two hits
|version= Power
|damage=  
|startup=  
|active=  
|recovery=  
|state= Any
|frame advantage=  
|meter gain=  
|guard=M  
|cancel= x/x
|tech=  
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage=  
|startup=  
|active=  
|recovery=  
|state= Any
|frame advantage=  
|meter gain=  
|guard=M  
|cancel= x/x
|tech=  
|description=The move starts with Kojiroh effectively performing qcf+A but with longer startup. After that fireball is created, Kojiroh immediately throws a second, faster fireball that catches up with the first and merges to create a massive projectile that does very solid chip. Ironically less safe than qcf+A at closer ranges, but the extra chip can help close a round and the extra active frames make it more likely you will catch a jumping opponent.
Note that while the projectiles are separated, they can block a total of two fireballs, but when they combine they can be neutralized by a single projectile. This means that this move is very good at counteracting zoning measures, but requires good timing in order to do so.
}}
}}


==Desperation Moves==
==Desperation Moves==
'''Black Hole Blade - Eagle''' - qcb,db,f + A/B
'''Black Hole Blade - Eagle''' - 2146AB
{{MoveData|image=LB2_Kojiroh_qcb+db+f+A.png|caption=Text|name=qcb+db+f+A|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
{{MoveData|image=LB2_Kojiroh_qcb+db+f+B.png|caption=Text|name=qcb+db+f+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
|image=LB2_Kojiroh_qcb+db+f+A.png
*Charges forward to deliver several strikes, ends with an Empty Death anti-air if it connects.
|caption=Knowledge check time
|name=2146AB
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard= H
|cancel=  
|tech=  
|description=Solid damage and solid chip damage on block (not safe however) resets position on hit. Easily used in chain combos, juggling into it makes it lose some damage compared to hitting it vs a grounded opponent, but it’s still a strong damage option in those situations
}}
}}


==Super Desperation Moves==
==Super Desperation Moves==
'''Wolf Fang of Emptiness''' - qcb,db,f + B
'''Wolf Fang of Emptiness''' - 2146B
{{MoveData|image=LB2_Kojiroh_qcb+db+f+B.png|caption=Text|name=qcb+db+f+B|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=Description.}}}}
{{MoveData
* Poses and and dashes through opponent
|image=LB2_Kojiroh_qcb+db+f+B.png
* Chargealbe
|caption=GATOTSU!
* Unblockable at full charging
|name=2146B
|data=
{{AttackData-LB2
|damage=  
|startup=  
|active=  
|recovery=  
|state=  
|frame advantage=  
|meter gain=  
|guard=  
|cancel=  
|tech=  
|description=* Poses and dashes through opponent
* Chargeable
* Unblockable after charging for 99f, gets a damage boost after 96f
* Only able to perform in Power or EX Mode
* Only able to perform in Power or EX Mode
}}
}}


==Combos==
==Combos==
===Any Mode===
===Any Mode===
  C, qcf A
  5c 236A
  Dash A/B, qcb B
  Dash A/B 214B
  Dash A/B, dp A
  Dash A/B 623A
  qcb C, C, 5c (corner only)
  214C>C, 5c (corner only)
  j B, B, qcb B
  jB, 5B 214B
  j B, B, qcb A
  jB, 5B 214A
  j B, B, qcb, db, f AB
  jB, 5B 2146AB


===Power Mode Only===
===Power Mode===
  j B, f C, qcf A
  jB 6C 236A
  j B, f C, dp B
  jB 6C 214C 623B omit 214C near a corner
  j B, f C, qcb, db, f, AB
  jB 6C 214C 2146AB omit 214C near a corner
2C 4A 214B 2146AB
4Ax2/3 214B 2146AB
5A 4A 214A/214B(2146AB)


===EX Mode Only===
===EX Mode Only===
  Dash A/B, B, qcb B, qcb, db, f AB
  Dash A/B >B 214B 21416AB (214B>2146AB must be canceled off the first hit)
  j B, b A, A, A, B, qcb B, qcb, db, f AB
  jB, 4A, 5A, 4A, 5A, 5A, 2B 214B 2146AB


===Power and EX Mode===
===Power and EX Mode===
  Dash A/B, qcb B, qcb, db, f AB
  Dash A/B 214B 2146AB
  j B, B, qcb B, qcb, db, f AB
jB, 5B 214B 2146AB
2C, 4A 214B 2146AB
4Ax3 214B 2146AB
  5A 214B 2146AB. Far reaching dm confirm in power


===Speed and EX Mode===
===Speed and EX Mode===
  j B, A, B, C
  4A>A>2A>2B 214C, 214A (Kara cancel off 214C in order to get knockdown, bnb)
b A, A, d A, d B, qcb C, qcb A (Kara cancel off qcb C in order to get knockdown)
  5A 5A 2B 21416AB
  A, A, A, A, d B, qcb, db, f AB (A>A chain into A>A chain only works at point blank)
4A 5A, 4A 5A 2A 2B 214C 214A. Alternate to the above combo 5A 4A link works from a little farther out. 2A>2B must be chained together very quickly or the combo may drop.
  Dash A/B, d B, qcf A
  2C, 4A combo of choice.
  j B, b A, A, A, B, qcf A
  jB, 5A>A>A>B 236A
  f BC,  qcb, db, f AB
  6BC, 21416AB
  f BC (hit anti-air), d, d A/B, A + B + C + A + B + C + A + B + qcf C
  6BC (hit anti-air), 22A/B > A + B + C + A + B + C + A + B + 236C
  f BC (hit anti-air), d, d A/B, A + B + C + d C + A + d C + f BC, qcb, db, f AB (requires critical life and super)
  6BC (hit anti-air), 22A/B > A + B + C + 2C + A + 2C + 6BC, 6BC, 21416AB (requires critical life and super)
22A/B 5A 5B 5C 2C 2A 2C 6BC 214C (crossunder) 2146AB, dash jump in j.B, combo of choice. The dm hitting from behind glitches and causes the opponent to go into a stagger that can’t be mashed out of before you can hit them provided you don’t delay a follow up. Requires desperation and full meter, does not work in a corner.
5A 2A 5B 22A/B. This is a setup. If done at point blank and 5B is canceled as soon as possible, (on hit) the fandango is a true 50/50. The opponent can’t deflect here and is forced to choose high or low blocking.


===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 + B + A + qcf C
  A + B + C + A + B + C + C + B + A + 236C
  A + B + C + d C + A + d C + f BC
  A + B + C + 2C + A + 2C + 6BC
  A + B + C + d C + A + f BC + A + B + qcf B
  A + B + C + 2C + A + 6BC + A + B + 236B


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


[[Category:The Last Blade 2]]
[[Category:The Last Blade 2]]
[[Category:Kojiroh Sanada]]

Latest revision as of 19:58, 16 October 2023

Overview

Placeholder

Style Strengths Weaknesses
Power
  • Strength 1
  • Strength 2
  • Weakness 1
  • Essential tools extend her hurtbox during startup
Speed
  • Strength 1
  • Strength 2
  • Weakness 1
  • Essential tools extend her hurtbox during startup
EX
  • Strength 1
  • Strength 2
  • Weakness 1
  • Essential tools extend her hurtbox during startup

Normals

Standing

5A
Text
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 13/1 6 2 15 Any +6/-7 - M o/o -
Speed 8/0 6 2 15 Any +6/-9 - M o/o -

A fairly average jab with good horizontal priority but terrible anti-air priority. Leads to good damage in speed/EX and can be useful for resetting the opponent after a launch.

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 13/1 4 2 15 Any +6/-7 - M o/o -
Speed 8/0 4 2 15 Any +6/-9 - M o/o -

A fast jab that leads to good damage in any mode, but its range is incredibly short and as such becomes fairly situational to use.

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 36/3 13 23 24 Any +1/-10 - M o/o -
Speed 16/0 13 23 24 Any +1/-19 - M o/o -

A slow, short range shoulder bash. Typically inferior to 2B, but has faster startup which leads to tighter blockstrings.

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 2 33 Any -5/-13 - M x/x -
Speed 23/0 14 2 33 Any -5/-23 - M x/x -

A long range poke whose utility vastly changes depending on whether you're using power or speed/EX. -todo-

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 13/1 10 2 18 Any +3/-12 - M o/o -
Speed 11/0 10 2 18 Any +3/-12 - 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 19/2 11 8 22 Any -/-21 - M o/o None
Speed 16/0 11 8 22 Any -/-21 - M x/x None

A wallbounce with a relatively disjointed hitbox compared to most others. Also an incredibly active normal, so it can find some use as a whiff punish.

BC(Power)
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - Any - - UB x/x None

An unblockable which can be held to delay the hit. One of the more viable unblockables in the game because Kojiroh takes a step back before charging, allowing you to bait a lot of moves thanks to the extra distance. Beware that the hitbox can still be deflected, but this can be countered by holding the input for a short while. Note that this move will slide Kojiroh farther and faster the longer it is charged. Super cancelable when charged long enough

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 -

A reactable overhead that causes a stagger if it hits a crouch blocking opponent, or a launch if combo'd into. Serviceable as a quick anti-air.

6BC(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.
- - - - Any - - H x/x -

A command normal exclusive to speed/EX mode which cannot be chained into. Hits high, but is not a very good mixup tool due to being reactable and punishable on block. What this move is incredible at is anti-airing, as the hitbox is very tall and the hit itself is untechable into a hard knockdown. Dm can juggle after and if landed against a jumping opponent, you can even combo directly into a fandango (22A/B). If landed too low to do so or you lack meter, it's ideal to instead combo into 623B or 6B depending on your range.

3B
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 21 14 8 22 Ground N/A - N/A x/x N/A
Speed 23 14 8 22 Ground N/A - N/A x/x N/A

Hits OTG.

Crouching

2A
That's not how meaties work
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 13/1 5 2,2 18 Any -2(-2)/-10(-10) - L o/o -
Speed 11/0 5 2,2 18 Any -2(+4)/-22(-16) - L o/o -

A quick low with decent range. Hitting late with this move will alter its hitstun slightly (shown in brackets). If playing in power mode this becomes a primary poke for keeping opponents at bay. At -2 (on its first hitbox) it’s one of the few truly safe normals in this game when used on it’s own

2B
Mind the gap here
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 18 1-(1)-2 23 Any +2(+4)/-10(-10) - M o/o -
Speed 19/0 19 2-(2)-2 23 Any 0(+4)/-20(-16) - M o/o -

A long range poke which does solid damage in its own right and can be canceled for more damage. Part of your optimal speed chains, but becomes unsafe on block while in speed/EX so you must hitconfirm correctly. There is a gap during the active frames of this move despite only being one hit, and connecting the late part of the move will change its hitstun (shown in brackets).

2C
Cross under 82c for extra schmix
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 13/1 4 2 16 Any +5/-10 - L x/x -
Speed 11/0 4 2 16 Any +5/-10 - L o/o -

A 3f low with poor range and priority, but makes for a great mixup tool in either mode. Can be used as an alternative to 4A in some matchups, but will lead to less reward upon doing so.

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 24/3 10 2 26 Any KD/-19 - L o/o -
Speed 19/0 10 2 26 Any KD/-19 - L o/o -

A slide kick with moderate range. Incredibly unsafe on block or whiff, and isn't active for nearly as long as you'd think. As such this move will often be stuffed and isn't nearly as useful as you'd think at first glance.

Air

J.A
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 13/1 5 4 N/A Any N/A - H x/x Air
Speed 11/0 5 4 N/A Any N/A - H x/x Air

A quick jumping normal with great air to air priority, and loads your options against grounded opponents very effectively if spaced.

J.B
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 8 4 N/A Any N/A - H x/x Air
Speed 13/0 8 4 N/A Any +6/-9 - H x/x Air

A large normal with an equally large amount of hurtbox extension. Can be used as a commital jump-in while in power mode thanks to the high damage, but is almost entirely inferior to j.C in speed/EX.

J.C
Win condition
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 13/1 4 7 N/A Any N/A - H x/x Air
Speed 11/0 4 7 N/A Any N/A - H x/x Air

Kojiroh's primary jump in. Great disjoint against grounded opponents, has minimal hurtbox extension, and still has the range to intercept the opponent if they hop. Couple that with its incredible frame data, and you've got a phenomenal tool to extend pressure or punish projectiles. Can also be used to punish the opponent for dropping tech chases, but is way too risky for what it's worth given Kojiroh's lack of divekicks.

Dashing

Dashing high
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 2 30 Any -3/-10 - M o/o -
Speed 19/0 10 2 30 Any -3/-23 - M o/o -

A high priority dashing normal. Typically not used very often in neutral since Kojiroh's command run loads your options significantly better than a normal dash, but this move can prove useful for certain oki setups due to hitting ground techs.

Dashing low
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 10 23 Any KD/-24 - L - -
Speed 19/0 10 10 23 Any KD/-23 - L - -

A dashing low with a ton of active frames. Everything 3C should have been and more, but unfortunately finds little use due to the prerequisite of dashing.

Speed chain

5A>A
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.
8/0 5 2 19 Any +2/-13 - M o/o -

Combo filler.

5A>2A
Consistent hitstun unlike the raw 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.
11/0 3 2,2 18 Any +1/-14 - L o/o -

A solid low with more useful cancel properties compared to the normal 2A. Inputting this as 3A gives the standalone version of the normal.

C of A>B>C
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.
23/0 10 4 26 Any KD/-24 - M x/x Air

Autocombo ender that causes a tech chase from a noticeable distance.

Special Moves

Flashing Flight - 214A

214A
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 40,30/0+3 11 3-(10)-2 29 Any KD,-1/-21 - L/M x/x -
Speed 29,23/0+2 11 3-(10)-2 29 Any KD,-1/-21 - L/M x/x -

A sliding slash which covers a large amount of screen space. The first hit of the move will hit low and knockdown, while the latter will leave the opponent standing and can be blocked high. This move functions as Kojiroh's primary combo ender, as it does consistent damage while guaranteeing a knockdown that can even be converted into an OTG. In neutral this tool is significantly more situational, but notably if you catch the opponent jumping back with the late hit you will be left in a favorable position to attempt a tech chase. The initial (knockdown) hit cannot hit airborne opponents, and will not have any effect if used from more than a roughly a character length away.

Black Hole Blade - 214B

214B
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 10+13+19/1+1+2 13 2-(11)-2-(9)-2 28 - 0/-20 - M o/o -
Speed 9+11+13/1+1+1 13 2-(11)-2-(9)-2 28 Any 0/-20 - M x/x -

A disjointed, advancing multihit with fairly fast startup all things considered. Leaves you neutral on hit, so it can allow you to set up resets against characters with slow/poor jabs. More notably, this move is super cancel able in power/EX mode (on the first hit only), allowing for very consistent and damaging combo enders at surprisingly long ranges.

Shujin - 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.
N/A - - - Any N/A - N/A o/o N/A

A command run that you can follow up with by either inputting a special or a unique command grab by tapping C again. This move will cancel itself automatically after a set amount of time, and can cross up the opponent even in the corner. Specials gain no unique properties when done off of this move (although kara canceling off 214C allows them to hit from much farther away). The command grab this move grants you has the same range as your normal throw, and has very similar properties with Kojiroh hurling the opponent a long distance opposite of the direction she's facing. The throw will reverse if you crossup the opponent to hit them, but be warned that this move is reactable at most ranges and the opponent becomes more likely to avoid the situation if you grab late. During during the run's recovery, you can still cancel into special or super. Recovery always faces towards the opponent so if you ran past them, you can input the cancel in their direction Overall this is a very strong tool to disorient your opponent and force a more advantageous position against rushdown characters. But be warned that it has no invincibility and will often get you punished if used recklessly. Leads to OTG upon throwing the opponent into the corner.

Empty Death - 623A/B

623A
Gee tommy, how come mom lets you have two active frames?
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 31/3 10 1 36 Any -/-28 - M x/x -
Speed 20/2 10 1 36 Any -/-28 - M x/x -

A somewhat commital DP that leads to very lackluster rewards. Combine that with this move only having a single active frame, and this move is primarily relegated to a combo ender off specific launchers.

623B
Finally, some actual anti-airs
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 39/4 11 4 43 Any -/-38 - M x/x -
Speed 26/3 11 4 43 Any -/-38 - M x/x -

A much higher priority yet more commital DP compared to 623A. However, this move has a fair number of active frames and as such can sparingly find use as an anti-air in power mode. Still considered an inferior anti-air to 6BC in speed mode both due to the long recovery and nonexistent reward.

Blast-of-Plague Demise - 236A/B

236A
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 - - - - Any - - M x/x -
Speed - - - - Any - - M x/x -

A basic yet effective fireball. Has a very tall hitbox that can often catch hopping opponents, which is made even more likely due to the fireball stalling in front of you for a short time after the move becomes active. Unsafe at point blank, but becomes safe or even advantageous with very short travel distance.

236B
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 - - - - Any - - M x/x -
Speed - - - - Any - - M x/x -

The move starts with Kojiroh effectively performing qcf+A but with longer startup. After that fireball is created, Kojiroh immediately throws a second, faster fireball that catches up with the first and merges to create a massive projectile that does very solid chip. Ironically less safe than qcf+A at closer ranges, but the extra chip can help close a round and the extra active frames make it more likely you will catch a jumping opponent. Note that while the projectiles are separated, they can block a total of two fireballs, but when they combine they can be neutralized by a single projectile. This means that this move is very good at counteracting zoning measures, but requires good timing in order to do so.

Desperation Moves

Black Hole Blade - Eagle - 2146AB

2146AB
Knowledge check time
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.
- - - - - - - H - -

Solid damage and solid chip damage on block (not safe however) resets position on hit. Easily used in chain combos, juggling into it makes it lose some damage compared to hitting it vs a grounded opponent, but it’s still a strong damage option in those situations

Super Desperation Moves

Wolf Fang of Emptiness - 2146B

2146B
GATOTSU!
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.
- - - - - - - - - -
  • Poses and dashes through opponent
  • Chargeable
  • Unblockable after charging for 99f, gets a damage boost after 96f
  • Only able to perform in Power or EX Mode

Combos

Any Mode

5c 236A
Dash A/B 214B
Dash A/B 623A
214C>C, 5c (corner only)
jB, 5B 214B
jB, 5B 214A
jB, 5B 2146AB

Power Mode

jB 6C 236A
jB 6C 214C 623B omit 214C near a corner
jB 6C 214C 2146AB omit 214C near a corner 
2C 4A 214B 2146AB
4Ax2/3 214B 2146AB
5A 4A 214A/214B(2146AB)

EX Mode Only

Dash A/B >B 214B 21416AB (214B>2146AB must be canceled off the first hit)
jB, 4A, 5A, 4A, 5A, 5A, 2B 214B 2146AB

Power and EX Mode

Dash A/B 214B 2146AB
jB, 5B 214B 2146AB
2C, 4A 214B 2146AB
4Ax3 214B 2146AB
5A 214B 2146AB. Far reaching dm confirm in power

Speed and EX Mode

4A>A>2A>2B 214C, 214A (Kara cancel off 214C in order to get knockdown, bnb)
5A 5A 2B 21416AB 
4A 5A, 4A 5A 2A 2B 214C 214A. Alternate to the above combo 5A 4A link works from a little farther out. 2A>2B must be chained together very quickly or the combo may drop. 
2C, 4A combo of choice. 
jB, 5A>A>A>B 236A
6BC, 21416AB
6BC (hit anti-air), 22A/B > A + B + C + A + B + C + A + B + 236C
6BC (hit anti-air), 22A/B > A + B + C + 2C + A + 2C + 6BC, 6BC, 21416AB (requires critical life and super)
22A/B 5A 5B 5C 2C 2A 2C 6BC 214C (crossunder) 2146AB, dash jump in j.B, combo of choice. The dm hitting from behind glitches and causes the opponent to go into a stagger that can’t be mashed out of before you can hit them provided you don’t delay a follow up. Requires desperation and full meter, does not work in a corner.
5A 2A 5B 22A/B. This is a setup. If done at point blank and 5B is canceled as soon as possible, (on hit) the fandango is a true 50/50. The opponent can’t deflect here and is forced to choose high or low blocking.

Super Speed Combos

A + B + C + A + B + C + A + B + 236C
A + B + C + A + B + C + C + B + A + 236C
A + B + C + 2C + A + 2C + 6BC
A + B + C + 2C + A + 6BC + A + B + 236B
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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