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

The Last Blade 2/Yuki: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Dracula X (talk | contribs)
 
(37 intermediate revisions by 7 users not shown)
Line 9: Line 9:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage= P13 S8
|startup=  
|startup= 4
|active=  
|active= 1
|recovery=  
|recovery=  
|state=  
|state=  
|frame advantage=  
|frame advantage= -/-11
|meter gain=  
|meter gain=  
|guard=  
|guard=  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=combo tool and poke. Can link from 4A and 2C as 1F links (use 5AC). Rebounds on block in power
  }}
  }}
}}
}}
Line 29: Line 29:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage= P13
|startup=  
|startup= 4
|active=  
|active= 2
|recovery=  
|recovery=  
|state=  
|state=  
|frame advantage=  
|frame advantage= +5/-9
|meter gain=  
|meter gain=  
|guard=  
|guard=  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=combo tool. Can be linked from 2C as 4AC, and from itself normally. Both of these are 1F windows
  }}
  }}
}}
}}
Line 49: Line 49:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage= P30
|startup=  
|startup= 13
|active=  
|active=  
|recovery=  
|recovery=  
Line 59: Line 59:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=in speed/ex this will always combo after 5A at any range 5A hits, making her auto combo well worth using for consistent damage.
  }}
  }}
}}
}}
Line 70: Line 70:
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup= P20/S14
|active=  
|active=  
|recovery=  
|recovery=  
Line 79: Line 79:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=on block in power you can cancel the recovery into 5B+C
  }}
  }}
}}
}}
Line 90: Line 90:
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup= 8
|active=  
|active= 2
|recovery=  
|recovery=  
|state=  
|state=  
Line 99: Line 99:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Hits OTG.
|description=Hits OTG, only real use it has
  }}
  }}
}}
}}
Line 110: Line 110:
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup= 13
|active=  
|active= 4
|recovery=  
|recovery=  
|state=  
|state=  
Line 119: Line 119:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=wall bounce on hit, cancelable in power mode
  }}
  }}
}}
}}
Line 139: Line 139:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=fun to use occasionally after a blocked 6B. About as useful as most other power BC’s.  
  }}
  }}
}}
}}
Line 150: Line 150:
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup= 22
|active=  
|active= 1,2
|recovery=  
|recovery= 23
|state=  
|state=  
|frame advantage=  
|frame advantage= -/-20
|meter gain=  
|meter gain=  
|guard=  
|guard= H
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description= Staggers an opponet blocking low, launches otherwise. Decent chain ender for her that can lead to tech chases.  
  }}
  }}
}}
}}
Line 276: Line 276:
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup= 5
|active=  
|active=  
|recovery=  
|recovery=  
Line 285: Line 285:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description= rebounds on block in power. An okay poke that doesn’t lead to anything, useful in speed chains for optimized damage.  
  }}
  }}
}}
}}
Line 296: Line 296:
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup= 14
|active=  
|active=  
|recovery=  
|recovery=  
Line 305: Line 305:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description= works as an anti air. Can be used in speed chains for some strings. Slightly less range than 5B
  }}
  }}
}}
}}
Line 320: Line 320:
|recovery=  
|recovery=  
|state=  
|state=  
|frame advantage=  
|frame advantage= +5
|meter gain=  
|meter gain=  
|guard=  
|guard=  
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description= Low starter for combos. Can be linked to itself, 4A, and 5A as 4AC/5AC.  
  }}
  }}
}}
}}
Line 336: Line 336:
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup= 13
|active=  
|active=  
|recovery=  
|recovery=  
Line 345: Line 345:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=standard sweep with good range.
  }}
  }}
}}
}}
Line 359: Line 359:
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup= 12
|active=  
|active=  
|recovery=  
|recovery=  
Line 368: Line 368:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description= useful for air to air when jB won’t cut it.  
  }}
  }}
}}
}}
Line 374: Line 374:
{{MoveData
{{MoveData
|image=LB2_Yuki_jB.png
|image=LB2_Yuki_jB.png
|caption=Text
|caption=
|name=jB
|name=jB
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup= 13
|active=  
|active=  
|recovery=  
|recovery=  
Line 388: Line 388:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=Her best button. Done directly after a jump it can be a fairly quick overhead.
  }}
  }}
}}
}}
Line 399: Line 399:
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup= 10
|active=  
|active=  
|recovery=  
|recovery=  
Line 408: Line 408:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description= can be used as a cross up
  }}
  }}
}}
}}


==Special Moves==
==Special Moves==
'''Ice Blade''' - qcf + A/B
'''Ice Blade''' - 236A/B
{{MoveData
{{MoveData
|image=LB2_Yuki_qcf+A.png
|image=LB2_Yuki_qcf+A.png
|caption=Text
|caption=Text
|name=qcf+A
|name=236A
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
Line 434: Line 433:
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|image=LB2_Yuki_qcf+B.png
|image=LB2_Yuki_qcf+A.png
|caption=Text
|caption=Text
|name=qcf+B
|name=236B
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
Line 458: Line 456:
* A version acts more as a stun, B version knocks down
* A version acts more as a stun, B version knocks down


'''Frosty Flasher''' - dp + A/B
'''Frosty Flasher''' - 623A/B
{{MoveData
{{MoveData
|image=LB2_Yuki_dp+A.jpg
|image=LB2_Yuki_dp+A.png
|caption=Text
|caption=Text
|name=dp+A
|name=623A
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P32/4 S25/3  
|damage=P32/4 S25/3  
|startup=12
|startup=13
|active=2  
|active=2  
|recovery=34  
|recovery=34  
Line 480: Line 478:


{{MoveData
{{MoveData
|image=LB2_Yuki_dp+B.jpg
|image=LB2_Yuki_dp+B.png
|caption=Text
|caption=Text
|name=dp+B
|name=623B
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P39/4 S32/4  
|damage=P39/4 S32/4  
|startup=26
|startup=24
|active=4  
|active=4  
|recovery=37  
|recovery=37  
Line 501: Line 499:
* Yuki creates an icy diagonal 45 degree attack
* Yuki creates an icy diagonal 45 degree attack


'''Blizzard Blast''' - qcb + A/B
'''Blizzard Blast''' - 214A/B
{{MoveData
{{MoveData
|image=LB2_Yuki_qcb+A.png
|image=LB2_Yuki_qcb+A.png
|caption=Text
|caption=Text
|name=qcb+A
|name=214A
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
Line 518: Line 516:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=A solid combo ender. Unsafe on block.
|description=A solid combo ender. Unsafe on block. Super cancel
  }}
  }}
}}
}}
Line 525: Line 523:
|image=LB2_Yuki_qcb+B.png
|image=LB2_Yuki_qcb+B.png
|caption=Text
|caption=Text
|name=qcb+B
|name=214B
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
Line 538: Line 536:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=slower but more damaging special that will cause a hard knockdown. Can’t be combod into. Supercancelable but must be cancelled before the last hit. 
  }}
  }}
}}
}}


* Yuki rushes forward and delivers a slashing attack
* Super Cancel able


'''Ice Reflector''' - hcf + C
'''Ice Reflector''' - 41236C
{{MoveData
{{MoveData
|image=LB2_Yuki_hcf+C.jpg
|image=LB2_Yuki_hcf+C.png
|caption=Text
|caption=Text
|name=hcf+C
|name=41236C
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P55 S41  
|damage=P55 S41  
|startup=9
|startup=10
|active=13  
|active=13  
|recovery=32  
|recovery=32  
Line 567: Line 563:


{{MoveData
{{MoveData
|image=LB2_Yuki_hcf+C2.jpg
|image=LB2_Yuki_hcf+C2.png
|caption=Text
|caption=Text
|name=hcf+C2
|name=41236C(Counter)
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P55 S41  
|damage=P55 S41  
|startup=9
|startup=10
|active=13  
|active=13  
|recovery=32  
|recovery=32  
Line 587: Line 583:


{{MoveData
{{MoveData
|image=LB2_Yuki_hcf+C3.jpg
|image=LB2_Yuki_hcf+C3.png
|caption=Text
|caption=Text
|name=hcf+C3
|name=41236C(Air-counter)
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage=P55 S41  
|damage=P55 S41  
|startup=9
|startup=10
|active=13  
|active=13  
|recovery=32  
|recovery=32  
Line 609: Line 605:
* Will counter high and mid attacks, not low.
* Will counter high and mid attacks, not low.


'''Split-in-Two Swing''' - hcb + C (close in)
'''Split-in-Two Swing''' - 63214C (close in)
{{MoveData
{{MoveData
|image=LB2_Yuki_hcb+C.jpg
|image=LB2_Yuki_hcb+C.jpg
|caption=Text
|caption=Text
|name=hcb+C
|name=63214C
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
Line 619: Line 615:
|startup=  
|startup=  
|active=  
|active=  
|recovery=  
|recovery=34
|state=  
|state=  
|frame advantage=Launch  
|frame advantage=Launch  
Line 633: Line 629:


==Desperation Moves==
==Desperation Moves==
'''Glacial Sequoia''' - qcf, qcf + AB
'''Glacial Sequoia''' - 236236AB
{{MoveData
{{MoveData
|image=LB2_Yuki_qcf+qcf+AB.png
|image=LB2_Yuki_qcf+qcf+AB.png
|caption=Text
|caption=
|name=qcf+qcf+AB
|name=236236AB
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
Line 650: Line 646:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=Tapping A repeatedly after the initial input will make this do more hits. Only combos up close after a B attack or after her 214A as a super cancel.
*If the first hit is blocked and the opponent switches guard position the subsequent hits become unblockable. It’s unknown why this happens.  
  }}
  }}
}}
}}
* Yuki thrusts her spear forward
* Tapping A repeatedly inflicts more damage if it's done before the attack hits the opponet


==Super Desperation Moves==
==Super Desperation Moves==
'''True Frozen Whirlwind''' - qcb, db, f + B
'''True Frozen Whirlwind''' - 2146B
{{MoveData
{{MoveData
|image=LB2_Yuki_qcb+db+f+B.png
|image=LB2_Yuki_qcb+db+f+B.png
|caption=Text
|caption=Text
|name=qcb+db+f+B
|name=2146B
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
Line 675: Line 669:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description=Description.
|description=Yuki creates a snow tornado. If the opponent is close enough, they'll be sucked in, and positioned for a heavy attack. Pulls opponents toward her while active. Unblockable but can be stuffed by nearly anything.
*Only combos from 6C in power mode from a specific distance.
*Aside from 6C there are no guaranteed setups for this.
*Using this on you opponents wake up is a knowledge check. Every character can put out their fastest poke to beat it if they neutral wake up and it’s possible to jump away from it entirely.
 
  }}
  }}
}}
}}
* Yuki creates a snow tornado. If the opponent is close enough, they'll be sucked in, and positioned for a heavy attack from Yuki.
* Acts as a vaccuum.
* Unblockable


==Combos==
==Combos==
===Any Mode===
===Any Mode===
  hcb C (close in), qcf A
  63214C, 623A
  Dash A/B, qcf B
  Dashing A/B 236B
  j B, B, qcf B
  j.B, 5B 236B
  j B, B, qcb A
  j.B, 5B 214A
  Dash A/B, qcf, qcf AB
  Dashing A/B 236236AB mash A


===Power Mode Only===
===Power Mode===
  j B, f C, dp A
4A 4A 5A 623A 3B
  j B, f C, qcf B
2C 4AC 5A 623A
2C 2C 5AC 623A
  j.B 6C 623B corner
  j.B 6C 2146B. Only works at certain distances from the corner
j.B 5B 214A 236236AB mash A


===EX Mode Only===
===EX Mode Only===
  Dash A/B, d B, qcb A, qcf, qcf AB
  Dashing A/B 2B 214A 236236AB mash A
Close chain to 5B/2B 214A 236236AB mash A


===Power and EX Mode===
===Power and EX Mode===
  j B, f C, dp B
  Anything not involving a 6C cancel works in ex mode.


===Speed and EX Mode===
===Speed and EX Mode===
  j B, A, B, C
  5A 5B 5C her auto combo is good damage for her and more importantly it’s consistent. At max range of 5A the auto combo will always fully connect where other routes may not.
  Dash A/B, d B, qcf A
2C 4AC link 5A 5B 5C
  Dash A/B, d B, qcb A
2C 5AC 5B 5C
  j B, b A, A, A, B, qcf BA
  4A 5A 2A 2B 6B
  j B, b A, A, A, B, dp A
  4A 5A 2A 2B 5BC 3B otg or tech chase. In a corner you can juggle with 623A after the launch.
  j B, b A, A, A, B, qcf, qcf AB
  5A 2A 5B 236236AB mash A  
  Dashing A/B 2B 5BC/214A/236236AB
  You need to be relatively close to combo her DM and 214A in chains. To far out they won’t combo.


===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


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

Latest revision as of 23:21, 23 May 2024

Normals

Standing

5A
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.
P13 S8 4 1 - - -/-11 - - - -

combo tool and poke. Can link from 4A and 2C as 1F links (use 5AC). Rebounds on block in power

4A
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.
P13 4 2 - - +5/-9 - - - -

combo tool. Can be linked from 2C as 4AC, and from itself normally. Both of these are 1F windows

5B
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.
P30 13 - - - - - - - -

in speed/ex this will always combo after 5A at any range 5A hits, making her auto combo well worth using for consistent damage.

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.
- P20/S14 - - - - - - - -

on block in power you can cancel the recovery into 5B+C

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.
- 8 2 - - - - - - -

Hits OTG, only real use it has

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.
- 13 4 - - - - - - -

wall bounce on hit, cancelable in power mode

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.
- - - - - - - - - -

fun to use occasionally after a blocked 6B. About as useful as most other power BC’s.

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.
- 22 1,2 23 - -/-20 - H - -

Staggers an opponet blocking low, launches otherwise. Decent chain ender for her that can lead to tech chases.

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.
- - - - - - - - - -

Hits OTG.

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

Check System if you can't get this to come out

Dashing High
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 - - - - -
Dashing Low
Knockdown
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.
- - - - - - - - - None

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.
- 5 - - - - - - - -

rebounds on block in power. An okay poke that doesn’t lead to anything, useful in speed chains for optimized damage.

2B
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.
- 14 - - - - - - - -

works as an anti air. Can be used in speed chains for some strings. Slightly less range than 5B

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.
- - - - - +5 - - - -

Low starter for combos. Can be linked to itself, 4A, and 5A as 4AC/5AC.

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.
- 13 - - - - - - - -

standard sweep with good range.

  • all but low A and low C in Power mode can cancel when crouching

Air

jA
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.
- 12 - - - - - - - -

useful for air to air when jB won’t cut it.

jB
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 - - - - - - - -

Her best button. Done directly after a jump it can be a fairly quick overhead.

jC
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.
- 10 - - - - - - - -

can be used as a cross up

Special Moves

Ice Blade - 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.
- - - - - - - M - -

A solid tool for frame trapping after a speed chain.

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.
- - - - - - - M - -

A riskier but more rewarding version of 236A.

  • Yuki launches an icy projectile
  • A version acts more as a stun, B version knocks down

Frosty Flasher - 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.
P32/4 S25/3 13 2 34 - Launch/-27 - M - -

A relatively slow DP. The hitbox is incredibly deceptive, but still serviceable all things considered. Only causes a soft knockdown, so you must be mindful to cover ground techs when setting up oki.

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.
P39/4 S32/4 24 4 37 - Launch/-32 - M - -

A painfully slow DP which still grants little reward on hit. You might as well just use the A version in the interest of not getting smacked by the jump in you were trying to anti-air.

  • Yuki creates an icy diagonal 45 degree attack

Blizzard Blast - 214A/B

214A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - M - -

A solid combo ender. Unsafe on block. Super cancel

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.
- - - - - - - M - -

slower but more damaging special that will cause a hard knockdown. Can’t be combod into. Supercancelable but must be cancelled before the last hit.


Ice Reflector - 41236C

41236C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P55 S41 10 13 32 - Launch - N/A - -

A counter which can also reflect projectiles. Not espcially useful due to being slow and still being susceptible to lows, but it has a few uses to stuff overly aggressive opponents or deny the advantage of slower projectiles.

41236C(Counter)
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.
P55 S41 10 13 32 - Launch - N/A - -

One of the counter hits from the previous move.

41236C(Air-counter)
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.
P55 S41 10 13 32 - Launch - N/A - -

One of the counter hits from the previous move.

  • Yuki creates a disc attack that acts as a counter.
  • Will counter high and mid attacks, not low.

Split-in-Two Swing - 63214C (close in)

63214C
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.
P53 S36 - - 34 - Launch - UB - -

A basic command grab that can lead to some unique shenanigans.

  • Yuki makes an in-close assault with the last hit launching opponent into the air.

Desperation Moves

Glacial Sequoia - 236236AB

236236AB
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - - - -

Tapping A repeatedly after the initial input will make this do more hits. Only combos up close after a B attack or after her 214A as a super cancel.

  • If the first hit is blocked and the opponent switches guard position the subsequent hits become unblockable. It’s unknown why this happens.

Super Desperation Moves

True Frozen Whirlwind - 2146B

2146B
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.
- - - - - - - - - -

Yuki creates a snow tornado. If the opponent is close enough, they'll be sucked in, and positioned for a heavy attack. Pulls opponents toward her while active. Unblockable but can be stuffed by nearly anything.

  • Only combos from 6C in power mode from a specific distance.
  • Aside from 6C there are no guaranteed setups for this.
  • Using this on you opponents wake up is a knowledge check. Every character can put out their fastest poke to beat it if they neutral wake up and it’s possible to jump away from it entirely.

Combos

Any Mode

63214C, 623A
Dashing A/B 236B
j.B, 5B 236B
j.B, 5B 214A
Dashing A/B 236236AB mash A

Power Mode

4A 4A 5A 623A 3B
2C 4AC 5A 623A 
2C 2C 5AC 623A 
j.B 6C 623B corner
j.B 6C 2146B. Only works at certain distances from the corner
j.B 5B 214A 236236AB mash A

EX Mode Only

Dashing A/B 2B 214A 236236AB mash A
Close chain to 5B/2B 214A 236236AB mash A

Power and EX Mode

Anything not involving a 6C cancel works in ex mode.

Speed and EX Mode

5A 5B 5C her auto combo is good damage for her and more importantly it’s consistent. At max range of 5A the auto combo will always fully connect where other routes may not. 
2C 4AC link 5A 5B 5C
2C 5AC 5B 5C
4A 5A 2A 2B 6B
4A 5A 2A 2B 5BC 3B otg or tech chase. In a corner you can juggle with 623A after the launch.
5A 2A 5B 236236AB mash A 
Dashing A/B 2B 5BC/214A/236236AB
You need to be relatively close to combo her DM and 214A in chains. To far out they won’t combo.

Super Speed Combos

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

FAQControlsSystemStrategy

Characters

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