You can access Original Kaede by highlighting Kaede at the character select screen, and pressing C 9 times, B once, and C 4 more times. If you do this right, you'll hear his voice, and then you can select him with A or D.
You can access Original Kaede by highlighting Kaede at the character select screen, and pressing C 9 times, B once, and C 4 more times. If you do this right, you'll hear his voice, and then you can select him with A or D.
Original Kaede loses a bit of the advantages his awakened form has, playing more carefully with this version is recommended.
Original Kaede or Unawakened Kaede is generally considered an inferior character compared to his awakened counterpart. This is mainly due to his below-average combo damage output and the loss of advantages he gains in his awakened form (such as air fireball and long-range pokes DM). The only noticeable difference between him and his counterpart is that he possesses a better fireball and has access to air chains in any mode thanks to a glitch which helps him
deal decent damage from an instant overhead. However, it's worth noting that some rule sets for this game entirely ban this glitch due to its potential for infinite combos, although 1 or 2 reps are usually allowed.
* 5A>A is one of the best empty cancels in the game
* Simple yet effective hit confirms
* Access to chaining multiple air chains
|cons=
* Very low damage off individual hits, and combos aren't much better
* Pokes have significant hurtbox extensions, with the above issue, trades are rarely ever in your favor damage wise
* Struggles to confirm into super and does not have any fandango confirms
* Add on the cons from listed in power
}}</div>
<div id="movelist-3" class="movelist"><!-- EX -->
{{ProConTable
|pros=
* Same strengths as speed, with slightly higher potential damage from command grab and loops
|cons=
* Same weaknesses as speed
* Massive defense penalty makes trades even worse}}
</div>
==Normals==
==Normals==
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{{MoveData
{{MoveData
|image=LB2_Character_A.png
|image=LB2_Character_A.png
|caption=Text
|caption=Behold: the poke!
|name=5A
|name=5A
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage=
|damage= P:10/1 S:6/0
|startup=
|startup=
|active=
|active=
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|cancel=
|cancel=
|tech=
|tech=
|description=A very fast but decently long range poke with good horizontal priority. Easily Kaede's best grounded poke due to being incredibly noncommital and stuffing most approach attempts. Notably it can also combo into most specials depending on your range, with DP in particular being very consistent at even longer ranges. Can serve as an anti-air if spaced against jump ins with weak air-to-ground priority.
|description=A very fast but decently long range poke with good horizontal priority. Easily O.Kaede's best grounded poke due to being incredibly noncommital and stuffing most approach attempts. Notably it can also combo into most specials depending on your range, with DP in particular being very consistent at even longer ranges. Can serve as an anti-air if spaced against jump ins with weak air-to-ground priority.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Character_b+A.png
|image=LB2_Character_b+A.png
|caption=Text
|caption=Back strike
|name=4A
|name=4A
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage=
|damage= P:10/1 S:6/0
|startup=
|startup= 6
|active=
|active= 1
|recovery=
|recovery=
|state=
|state=
|frame advantage=
|frame advantage= +10
|meter gain=
|meter gain=
|guard=
|guard=
|cancel=
|cancel=
|tech=
|tech=
|description=Description.
|description=Combo starter with a pretty decent hitbox. Relegated to being combo/punish fodder since it's not particularly fast and it's overshadowed by 5A as a poke. Links into 6C, even though it's a 1 frame link it's the key to your maximum damage conversions.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Character_B.png
|image=LB2_Character_B.png
|caption=Text
|caption=A reason why he's not cool
|name=5B
|name=5B
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage=
|damage= P:24/3 S:13/0
|startup=
|startup=
|active=
|active=
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|cancel=
|cancel=
|tech=
|tech=
|description=Description.
|description= Slower than it should be, can be difficult to combo outside of chain combos
}}
}}
}}
}}
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|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage=
|damage= P:40/5 S:19/0
|startup=
|startup=
|active=
|active=
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|cancel=
|cancel=
|tech=
|tech=
|description=Description.
|description=Huge range for a 6B, being comparable to Kagami and Moriya's 6B. Doesn't lead to anything on hit, but if spaced right it's difficult to punish on block. Solid damage on Power, and serves as a chain ender in Speed.
}}
}}
}}
}}
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|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage=
|damage= P:10/1 S:9/0
|startup=
|startup=
|active=
|active=
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|cancel=
|cancel=
|tech=
|tech=
|description=Hits OTG.
|description=Hits OTG. Cancel into 41236C after an OTG hit for extra meter build.
}}
}}
}}
}}
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|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage=
|damage= P:15/1 S:13/0
|startup=
|startup=9
|active=
|active= 2
|recovery=
|recovery=
|state=
|state=
|frame advantage=
|frame advantage= kd
|meter gain=
|meter gain=
|guard=
|guard=
|cancel=
|cancel= P
|tech=
|tech=
|description=A wallbounce with decent range. Can be canceled in power for super confirms, or guarantee an OTG/oki in any mode. Difficult for some characters to punish on block if spaced and canceled into 236a/623a, however it can always be punished if what you do (or don't do) after the hit is read.
|description=A wallbounce with decent range. Can be canceled in power for super confirms, or guarantee an OTG/oki in any mode. Difficult for some characters to punish on block if spaced and canceled, however it can always be punished if what you do (or don't do) after the hit is read.
}}
}}
}}
}}
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|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage=
|damage= 49
|startup=
|startup=48~
|active=
|active=
|recovery=
|recovery=
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|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage=
|damage= 13/0
|startup=
|startup=
|active=
|active=
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|cancel=
|cancel=
|tech=
|tech=
|description=An overhead which can lead to combo. Reactable, and Kaede's lows are already fairly underwhelming, so it's not often very useful during pressure situations. Also works as an anti-air.
|description=An overhead which can lead to combo. Reactable, and O.Kaede's lows are already fairly underwhelming, so it's not often very useful during pressure situations. Also works as an anti-air.
}}
}}
}}
}}
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}}
}}
}}
}}
* 5A, 5B, and 5C can all be canceled in both Power Mode and Speed Mode
* 4A, 5A, 5B, and 5C can all be canceled in both Power Mode and Speed Mode
|description=Identical to AKaede's jA, so it's a great button and jump in. Long horizontal range, can cross up and leaves him in a favourable position on hit. But it is still overshadowed by jC by virtue of overhead loops. Can be comboed from jC via inputting j236A after jC, but you'll prefer j236B for damage instead. Due to a coding error, j236A can be chained multiple times in the air in Speed/EX until OKaede touches the floor.
}}
}}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Character_jB.png
|image=LB2_Character_jB.png
|caption=Text
|caption=a REAL reason why he's cool
|name=J.B
|name=J.B
|data=
|data=
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|cancel=
|cancel=
|tech=
|tech=
|description=Description.
|description=Relatively slow jump in, lasts for quite long and can force trades. But it's main tool is to be canceled into jC via j236B, which leads to his signature overhead loops for high damage. Due to a coding error, j236B can be chained multiple times in the air in Speed/EX until OKaede touches the floor
}}
}}
}}
}}
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|cancel=
|cancel=
|tech=
|tech=
|description=Description.
|description=This is the reason you pick O.Kaede. Not only is this an IOH, but thanks to a coding error, Kaede has access to air chains if he does a jumping attack, then a 236 motion, then either A or B (as long as the jumping button and the button to use the motion aren't the same). This means O.Kaede can cancel his instant overhead j.C into j.236B (j.B) for combos. This makes his punishes, even for attacks that are only slightly minus on block, really good. Without this, it's fair to call him a worse Kaede, so if you want to play him, learning how to do the loop consistently is essential.
}}
}}
}}
}}
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|active=
|active=
|recovery=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=Description
}}
}}
{{MoveData
|image=LB2_OKaede_5AB.png
|caption=Text
|name=5A>B
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state=
|state=
|frame advantage=
|frame advantage=
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}}
}}
{{MoveData
{{MoveData
|image=LB2_OKaede_qcf+B.png
|image=LB2_OKaede_qcf+A.png
|caption=Text
|caption=Text
|name=236B
|name=236B
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{{AttackData-LB2
{{AttackData-LB2
|damage=P:5+17 S:3+14
|damage=P:5+17 S:3+14
|startup=7
|startup=8
|active=
|active=
|recovery=
|recovery=
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|image=LB2_Kaede_qcb+AB.png
|image=LB2_Kaede_qcb+AB.png
|caption=Text
|caption=Text
|name=214A
|name=214A/B
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
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|cancel=
|cancel=
|tech=
|tech=
|description=Description
|description=You can cancel the 1st and 2nd hit with 236236AB when you have meter or low health (no meter is consumed) to get a fireball in power and ex.
* Super cancelable on any hit, but combos after the 2nd hit. Is inconsistent in the corner.
'''East Wind Wallop''' - 214C
'''East Wind Wallop''' - 214C
{{MoveData
{{MoveData
|image=LB2_OKaede_qcb+C.png
|image=LB2_OKaede_qcb+C.png
|caption=Text
|caption=250 ping mixup
|name=214C
|name=214C
|data=
|data=
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|cancel=
|cancel=
|tech=
|tech=
|description=Just like Awakened Kaede, it doesn't grant any invincibility but rather crossup.
|description=Just like Awakened Kaede, it doesn't grant any invincibility but rather crossup. Moves farther in speed/ex than power.
}}
}}
}}
}}
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{{AttackData-LB2
{{AttackData-LB2
|damage=P:31 S:24
|damage=P:31 S:24
|startup=0
|startup=1
|active=N/A
|active=N/A
|recovery=
|recovery=
|state=
|state=
|frame advantage=KD
|frame advantage= -6
|meter gain=
|meter gain=
|guard=N/A
|guard=N/A
|cancel=
|cancel=
|tech=
|tech=
|description=A simple air-throw. Doesn't lead to much advantage on hit, and has fairly poor anti-air priority. Its primary use is as a combo tool, due to being possible to "rejump" into from certain setups. Is part of Kaede's optimal meterless command grab confirms in Power Mode, and isn't very useful in Speed/EX since he has better meterless options in those modes.
|description=A simple air-throw. Doesn't lead to much advantage on hit, and has fairly poor anti-air priority. Its primary use is as a combo tool, due to being possible to "rejump" into from certain setups. Is part of Kaede's optimal meterless command grab confirms in Power Mode, and isn't very useful in Speed/EX since he has better meterless options in those modes. It is -6 when you use it so you can be punished depending on the opponent.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=LB2_OKaede_hcf+C.png
|image=LB2_OKaede_hcf+C.png
|caption=Text
|caption=Low budget mixup
|name=41236C
|name=41236C
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage=P:14 S:13
|damage=P:12 S:9
|startup=0
|startup=1
|active=N/A
|active=N/A
|recovery=34
|recovery=34
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|cancel=
|cancel=
|tech=
|tech=
|description=A very fast and rewarding command grab. Relatively fast animation on whiff, but still punishable on reaction and has the same range as a regular throw. A cornerstone of Kaede's mixup game in all modes, due to his lackluster high/low opportunities. Just like Awakened Kaede, it is untechable upon launch and only cause soft knockdown if you don't follow-up.
|description=A very fast with a little rewarding command grab. Relatively fast animation on whiff, but still punishable on reaction and has the same range as a regular throw. A cornerstone of Kaede's mixup game in all modes, due to his lackluster high/low opportunities. Just like Awakened Kaede, it is untechable upon launch and only cause soft knockdown if you don't follow-up. If you input it as 412364C you will throw the opponent in the opposite direction you were facing when you started the motion.
*Can't juggle into SDM due to the startup.
*Can't juggle into SDM because of its laggy startups.
*Can't juggle into Super Speed Combos from midscreen.
*Can't juggle into Super Speed Combo from midscreen, but you can connect it from the corner.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image=LB2_OKaede_qcb+df+f+AB.png
|image=LB2_OKaede_qcb+df+f+AB.png
|caption=Text
|caption=You shall not pass!
|name=21416AB
|name=21416AB
|data=
|data=
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|cancel=
|cancel=
|tech=
|tech=
|description=Description
|description=A pilar of lightning that moves horizontally. Very good as an anti air, usually used to close out a round with a good read. It is very much unsafe on block, especially when done at close range so you shouldn't be using this move like a spacing tool or neutral check while in Desperation. Holding the move doesn't increase its damage.
}}
}}
}}
}}
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|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage=
|damage= 85/12
|startup=
|startup=
|active=
|active=
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|cancel=
|cancel=
|tech=
|tech=
|description=
|description=Pretty much an enhanced version of 21416AB, but you cannot combo this from 41236C command grab. If not all hits connect, it does less damage than the regular DM, making it a very inconsistent tool in general. Use it for max damage conversions off of 6C. Holding the move doesn't increase its damage.
}}
}}
}}
}}
* Similar motion to the '''Lively Dragon Pounce''', only resulting in three strikes.
* Similar to Awakened Kaede'''Lively Dragon Pounce''', but only in three strikes.
* Chargeable.
* Chargeable.
==Combos==
==Combos==
===Any Mode===
===Any Mode===
hcf C (close in), j CD
* (LOOP) 4A, 4A, 5A, 623B>623B
Dash A/B, qcf B
* 41236C, J.CD
j B, B, dp B(x2)
* Dash A/B, 214A
hcf C (close in), dp B(x2)
* (LOOP), 5C, 623B>623B
hcf C, qcb, db, f AB
* (LOOP), 5C, 214A
* 41236C, 623B>623B
* 41236C, 21416AB
===Power Mode Only===
===Power Mode Only===
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j B, B, qcf, qcf AB
j B, B, qcf, qcf AB
j B, f C, qcb, db, f B
j B, f C, qcb, db, f B
(LOOP), 5B, 214A, 2146AB (cancel on second hit)
===EX Mode Only===
===EX Mode Only===
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===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 + qcf A
* A + B + C + A + B + C + C + B + 236A
A + B + C + d C + A + d C + f BC
* A + B + C + 2C + A + 2C + 6BC
A + B + C + d C + A + BC + A + qcf B
* A + B + C + 2C + A + BC + A + 236B
==Videos==
{{#ev:youtube|k28WZnvHMxU|||'''O.Kaede (Combo Guide).''' by [https://twitter.com/Light_Speed_17 Light Speed Lucas]|frame}}
You can access Original Kaede by highlighting Kaede at the character select screen, and pressing C 9 times, B once, and C 4 more times. If you do this right, you'll hear his voice, and then you can select him with A or D.
Original Kaede or Unawakened Kaede is generally considered an inferior character compared to his awakened counterpart. This is mainly due to his below-average combo damage output and the loss of advantages he gains in his awakened form (such as air fireball and long-range pokes DM). The only noticeable difference between him and his counterpart is that he possesses a better fireball and has access to air chains in any mode thanks to a glitch which helps him
deal decent damage from an instant overhead. However, it's worth noting that some rule sets for this game entirely ban this glitch due to its potential for infinite combos, although 1 or 2 reps are usually allowed.
Strengths
Weaknesses
High meterless damage when mastered
Rewarding command grab
Strong pokes in neutral
Forces trades easily
Slightly better fireball than his Awakened counterpart
Builds meter really fast
Access to a very rewarding instant overhead (IOH) in the form of jC
High stun building from loops
Poor mix
Long range pokes have extended hurtbox extensions
Most buttons that were changed are much worse than they were in Awakened
All buttons that are identical to Awakened have decreased damage, making trades much more disadvantageous
Poor oki
High execution barrier for his highest damaging combos, otherwise damage is below average
High meter gain with rarely any instance of actually spending it
Linear gameplan
Situationally having worse matchups than Awakened
Strengths
Weaknesses
5A>A is one of the best empty cancels in the game
Simple yet effective hit confirms
Access to chaining multiple air chains
Very low damage off individual hits, and combos aren't much better
Pokes have significant hurtbox extensions, with the above issue, trades are rarely ever in your favor damage wise
Struggles to confirm into super and does not have any fandango confirms
Add on the cons from listed in power
Strengths
Weaknesses
Same strengths as speed, with slightly higher potential damage from command grab and loops
Same weaknesses as speed
Massive defense penalty makes trades even worse
Normals
Standing
5A
Behold: the poke!
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:10/1 S:6/0
-
-
-
-
-
-
-
-
-
A very fast but decently long range poke with good horizontal priority. Easily O.Kaede's best grounded poke due to being incredibly noncommital and stuffing most approach attempts. Notably it can also combo into most specials depending on your range, with DP in particular being very consistent at even longer ranges. Can serve as an anti-air if spaced against jump ins with weak air-to-ground priority.
4A
Back strike
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:10/1 S:6/0
6
1
-
-
+10
-
-
-
-
Combo starter with a pretty decent hitbox. Relegated to being combo/punish fodder since it's not particularly fast and it's overshadowed by 5A as a poke. Links into 6C, even though it's a 1 frame link it's the key to your maximum damage conversions.
5B
A reason why he's not cool
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:24/3 S:13/0
-
-
-
-
-
-
-
-
-
Slower than it should be, can be difficult to combo outside of chain combos
6B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:40/5 S:19/0
-
-
-
-
-
-
-
-
-
Huge range for a 6B, being comparable to Kagami and Moriya's 6B. Doesn't lead to anything on hit, but if spaced right it's difficult to punish on block. Solid damage on Power, and serves as a chain ender in Speed.
5C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:10/1 S:9/0
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Hits OTG. Cancel into 41236C after an OTG hit for extra meter build.
6C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:15/1 S:13/0
9
2
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kd
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A wallbounce with decent range. Can be canceled in power for super confirms, or guarantee an OTG/oki in any mode. Difficult for some characters to punish on block if spaced and canceled, however it can always be punished if what you do (or don't do) after the hit is read.
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.
49
48~
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An unblockable which can be held down to delay. Due to significant startup and being possible to deflect, it's typically rather useless. In theory you can bait deflects fairly easily with it, but 41236C is just generally better at doing that.
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.
13/0
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An overhead which can lead to combo. Reactable, and O.Kaede's lows are already fairly underwhelming, so it's not often very useful during pressure situations. Also works as an anti-air.
3B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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Hits OTG.
4A, 5A, 5B, and 5C can all be canceled in both Power Mode and Speed Mode
6B (Power and Speed) is not cancelable
6C in Speed Mode is not cancelable
Crouching
2A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:10/1 S:9/0
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Description.
2B
Snk hitbox shenanigans
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:22/2 S:19/0
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Description.
2nd hitbox
2C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:10/1 S:9/0
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Description.
3C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:19/2 S:15/0
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Description.
Air
J.A
Good but overshadowed
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:10/1 S:9/0
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Identical to AKaede's jA, so it's a great button and jump in. Long horizontal range, can cross up and leaves him in a favourable position on hit. But it is still overshadowed by jC by virtue of overhead loops. Can be comboed from jC via inputting j236A after jC, but you'll prefer j236B for damage instead. Due to a coding error, j236A can be chained multiple times in the air in Speed/EX until OKaede touches the floor.
J.B
a REAL reason why he's cool
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:21/2 S:10/0
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Relatively slow jump in, lasts for quite long and can force trades. But it's main tool is to be canceled into jC via j236B, which leads to his signature overhead loops for high damage. Due to a coding error, j236B can be chained multiple times in the air in Speed/EX until OKaede touches the floor
J.C
The highest of highs
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:10/1 S:9/0
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This is the reason you pick O.Kaede. Not only is this an IOH, but thanks to a coding error, Kaede has access to air chains if he does a jumping attack, then a 236 motion, then either A or B (as long as the jumping button and the button to use the motion aren't the same). This means O.Kaede can cancel his instant overhead j.C into j.236B (j.B) for combos. This makes his punishes, even for attacks that are only slightly minus on block, really good. Without this, it's fair to call him a worse Kaede, so if you want to play him, learning how to do the loop consistently is essential.
all but low A and low C in Power mode can cancel when crouching
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.
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Description
5A>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.
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Description
All moves in this section are exclusive to speed/EX mode
Special Moves
Single Slash Squall - 236A/B
236A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:21/2 S:19/2
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M
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A single hit projectile unlike Awakened Kaede version. It's still easily hopped over with good reaction, and has fairly long recovery. Useful for frame traps.
236B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:24/3 S:23/2
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M
P ○/○ S ○/○
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Similar to A version, but it travels faster but comes out slower.
Kaede launches an air energy projectile.
Single Slash Air Fang - 623A/B
623A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:5+17 S:3+14
8
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M
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Description
2nd hit
623B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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M
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Description
2nd hit
3rd hitbox
623B follow up
Kaede does a jumping upward slashing uppercut
B version can follow-up with knockdown.
Single Slash Fillet Flash = 214A/B
214A/B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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M/H
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You can cancel the 1st and 2nd hit with 236236AB when you have meter or low health (no meter is consumed) to get a fireball in power and ex.
2nd hit
3rd hit
4th hit (overhead)
214B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
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M/H
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Description
2nd hit
3rd hit
4th hit (overhead)
Kaede runs forward to deliver 3 slashes
Both version ends in a knockdown
Super cancelable on any hit, but combos after the 2nd hit. Is inconsistent in the corner.
East Wind Wallop - 214C
214C
250 ping mixup
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
N/A
N/A
36
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N/A
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N/A
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Just like Awakened Kaede, it doesn't grant any invincibility but rather crossup. Moves farther in speed/ex than power.
Kaede rolls forward
possibly ends up on opposite site of opponent, but may leave him vulnerable
Ittou Raitei - 7/8/9CD (in air)
j.CD
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:31 S:24
1
N/A
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-6
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N/A
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A simple air-throw. Doesn't lead to much advantage on hit, and has fairly poor anti-air priority. Its primary use is as a combo tool, due to being possible to "rejump" into from certain setups. Is part of Kaede's optimal meterless command grab confirms in Power Mode, and isn't very useful in Speed/EX since he has better meterless options in those modes. It is -6 when you use it so you can be punished depending on the opponent.
Kaede catches opponent in air and slams them into the ground.
Single Slash Storm Blast - 41236C (in close)
41236C
Low budget mixup
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:12 S:9
1
N/A
34
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Launch
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N/A
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A very fast with a little rewarding command grab. Relatively fast animation on whiff, but still punishable on reaction and has the same range as a regular throw. A cornerstone of Kaede's mixup game in all modes, due to his lackluster high/low opportunities. Just like Awakened Kaede, it is untechable upon launch and only cause soft knockdown if you don't follow-up. If you input it as 412364C you will throw the opponent in the opposite direction you were facing when you started the motion.
Can't juggle into SDM because of its laggy startups.
Can't juggle into Super Speed Combo from midscreen, but you can connect it from the corner.
Kaede does a small assault, allows for further juggling after finishes.
Desperation Move
Lively Dragon Pounce - 21416AB
21416AB
You shall not pass!
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P:76/9 S:71/8
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M
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A pilar of lightning that moves horizontally. Very good as an anti air, usually used to close out a round with a good read. It is very much unsafe on block, especially when done at close range so you shouldn't be using this move like a spacing tool or neutral check while in Desperation. Holding the move doesn't increase its damage.
Kaede strikes the ground creating a single vertical forward-moving electrical strike.
Chargeable.
Super Desperation Moves
Lively "Bad Dragon Rising" - 21416B
21416B
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.
85/12
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KD
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M
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Pretty much an enhanced version of 21416AB, but you cannot combo this from 41236C command grab. If not all hits connect, it does less damage than the regular DM, making it a very inconsistent tool in general. Use it for max damage conversions off of 6C. Holding the move doesn't increase its damage.
Similar to Awakened KaedeLively Dragon Pounce, but only in three strikes.
Chargeable.
Combos
Any Mode
(LOOP) 4A, 4A, 5A, 623B>623B
41236C, J.CD
Dash A/B, 214A
(LOOP), 5C, 623B>623B
(LOOP), 5C, 214A
41236C, 623B>623B
41236C, 21416AB
Power Mode Only
hcf C, qcf, qcf AB
j B, B, qcf, qcf AB
j B, f C, qcb, db, f B
(LOOP), 5B, 214A, 2146AB (cancel on second hit)
EX Mode Only
j B, b A, A, A, B, qcf, qcf B
Power and EX Mode
hcf C (close in), qcb, db, f B
Dash A/B, qcf, qcf B
j B, B, qcf, qcf B
Speed and EX Mode
j B, A, B, C
j B, b A, A, A, B, f C
Dash A/B, d B, qcf B
Dash A/B, B, qcb A
Dash A/B, B, BC, dp B(x2)
j B, b A, A, A, B, qcf B