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(29 intermediate revisions by 3 users not shown) |
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| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 13/1 S 8/0 | | |damage= P 13/1 S 8/0 |
| |startup= 7 | | |startup= 8 |
| |active= 1/1 | | |active= 1/1 |
| |recovery= -- | | |recovery= -- |
Line 45: |
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| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 13/1 S 8/0 | | |damage= P 13/1 S 8/0 |
| |startup= 3 | | |startup= 4 |
| |active= 2 | | |active= 2 |
| |recovery= 16 | | |recovery= 16 |
Line 54: |
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| |cancel= P ○/○ S ○/○ | | |cancel= P ○/○ S ○/○ |
| |tech= Air | | |tech= Air |
| |description=Description. | | |description=Main normal for starting punish combos Great speed and reach, one of the better 4A’s in the game. Can be used as anti jump, anti air. Links from itself, 2C, 5A, and 214B (single hit) in range. Has enough hitstun to combo [4]6C 236C from a decent distance for dm confirms in power mode. |
| }} | | }} |
| }} | | }} |
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| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 31/3 S 16/0 | | |damage= P 31/3 S 16/0 |
| |startup= 12 | | |startup= 13 |
| |active= 4 | | |active= 4 |
| |recovery= 28 | | |recovery= 28 |
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| |cancel= P ○/○ S ○/○ | | |cancel= P ○/○ S ○/○ |
| |tech= Air | | |tech= Air |
| |description=Description. | | |description=Chain combo button, slightly more range than 2B so it’s required for some combos in speed/ex from farther out. |
| }} | | }} |
| }} | | }} |
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| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 50/6 S 23/0 | | |damage= P 50/6 S 23/0 |
| |startup= P 19 S 13 | | |startup= P 20 S 14 |
| |active= 1 | | |active= 1 |
| |recovery= 32 | | |recovery= 32 |
Line 92: |
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| |cancel= P ×/△ S ×/× | | |cancel= P ×/△ S ×/× |
| |tech= Air | | |tech= Air |
| |description=Description. | | |description=Easiest followup after an air to air or anti air deflect. Rebounds on hit in power, can be used as an occasional high damage poke that is relatively safe (depending on opponent character) |
| }} | | }} |
| }} | | }} |
Line 102: |
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| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 13/1 S 11/0 | | |damage= P 13/1 S 11/0 |
| |startup= 9 | | |startup= 10 |
| |active= 3 | | |active= 3 |
| |recovery= 22 | | |recovery= 22 |
Line 111: |
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| |cancel= P ○/○ S ○/○ | | |cancel= P ○/○ S ○/○ |
| |tech= Air | | |tech= Air |
| |description=Hits OTG. | | |description=Hits OTG. |
| }} | | }} |
| }} | | }} |
Line 121: |
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| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 19/2 S 16/0 | | |damage= P 19/2 S 16/0 |
| |startup= 9 | | |startup= 10 |
| |active= 3 | | |active= 3 |
| |recovery= 25 | | |recovery= 25 |
Line 130: |
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| |cancel= P ○/○ S ×/× | | |cancel= P ○/○ S ×/× |
| |tech= Air | | |tech= Air |
| |description=Description. | | |description=Hard knockdown. Can be combod after in power mode, guarantees an otg by itself. |
| }} | | }} |
| }} | | }} |
Line 153: |
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| |cancel=×/× | | |cancel=×/× |
| |tech=None | | |tech=None |
| |description= | | |description=Unlike most Power BCs, Washizuka takes a step back during the startup of this move, which can catch the opponent by surprise. As such, this is significantly more useful than other P BCs. After charging for 90f it moves farther, does more damage, and becomes super cancelable |
| * Washizuka charges and attack, unblockable.
| | |
| * You can hold it for a while.
| |
| <br><br><br> | | <br><br><br> |
| }} | | }} |
Line 171: |
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| |tech=Ground, Air | | |tech=Ground, Air |
| |description= | | |description= |
| * Washizuka slashes upwards, overhead.
| | * Washizuka slashes upwards, overhead. |
| * Can combo after it. | | * Can combo after it. |
| }} | | }} |
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| |cancel= | | |cancel= |
| |tech= | | |tech= |
| |description=Hits OTG. | | |description=Hits OTG. One of the fastest 3Bs in the game. |
| | }} |
| | }} |
| | =====Speed Chain===== |
| | {{MoveData |
| | |image=LB2_Washizuka_AA.png |
| | |caption= |
| | |name=A>A |
| | |data= |
| | {{AttackData-LB2 |
| | |damage= |
| | |startup= |
| | |active= |
| | |recovery= |
| | |state=Low |
| | |frame advantage= -17 |
| | |meter gain= |
| | |guard=Mid |
| | |cancel=○/○ |
| | |tech= |
| | |description=*GIGANTIC hitbox, incredibly reliable and one of the best 5A>As in the game. |
| | *The frame advantage shown here assumes nothing is inputted after this is blocked. In reality you can negate most of it. There is always going to be a gap an opponent can use a deflect no matter what you try after if they switch guard perfectly (switching guard the frame it connects), but you are generally safe using 3C, 214B, etc. |
| | }} |
| | }} |
| | {{MoveData |
| | |image=LB2_Washizuka_ABC.png |
| | |caption= |
| | |name=C of A>B>C |
| | |data= |
| | {{AttackData-LB2 |
| | |damage= |
| | |startup= |
| | |active= |
| | |recovery= |
| | |state=Any |
| | |frame advantage= |
| | |meter gain= |
| | |guard=Mid |
| | |cancel=×/× |
| | |tech=All |
| | |description=- |
| }} | | }} |
| }} | | }} |
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| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 13/1 S 11/0 | | |damage= P 13/1 S 11/0 |
| |startup= 3 | | |startup= 4 |
| |active= 4 | | |active= 4 |
| |recovery= 14 | | |recovery= 14 |
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| |cancel= P ×/○ S ○/○ | | |cancel= P ×/○ S ○/○ |
| |tech= Air | | |tech= Air |
| |description=Description. | | |description=Used in chain combos for damage and a point of mixup I.e 5A 2A BC or 5A 2A 3C. Decent range. |
| }} | | }} |
| }} | | }} |
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| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 26/3 S 19/0 | | |damage= P 26/3 S 19/0 |
| |startup= 14 | | |startup= 15 |
| |active= 1 | | |active= 1 |
| |recovery= --- | | |recovery= --- |
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| |cancel= P ○/○ S ○/○ | | |cancel= P ○/○ S ○/○ |
| |tech= Air | | |tech= Air |
| |description=Description. | | |description=Most commonly used in chain combos. Can be used as a situational anti air. |
| }} | | }} |
| {{AttackData-LB2 | | {{AttackData-LB2 |
Line 257: |
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| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 13/1 S 11/0 | | |damage= P 13/1 S 11/0 |
| |startup= 5 | | |startup= 6 |
| |active= 4 | | |active= 4 |
| |recovery= 12 | | |recovery= 12 |
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| |cancel= P ×/× S ○/○ | | |cancel= P ×/× S ○/○ |
| |tech= Air | | |tech= Air |
| |description=Description. | | |description=Low starter for combos. links to itself and 4A, links from 5A. Works well when crossing under opponents to start combos. 2C 4A is a link every washizuka player needs to learn, no matter which mode is played. |
| }} | | }} |
| }} | | }} |
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| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 24/3 S 19/0 | | |damage= P 24/3 S 19/0 |
| |startup= 11 | | |startup= 12 |
| |active= 3 | | |active= 3 |
| |recovery= 17 | | |recovery= 17 |
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| |cancel= P ○/○ S ○/○ | | |cancel= P ○/○ S ○/○ |
| |tech= Air | | |tech= Air |
| |description=Description. | | |description=Decent sweep. Thanks to being able to cancel into 214B to deter counter attacks, it can be used relatively safely when blocked |
| }} | | }} |
| }} | | }} |
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| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 13/1, 13/1 S 11/0, 11/0 | | |damage= P 13/1, 13/1 S 11/0, 11/0 |
| |startup= 6 | | |startup= 7 |
| |active= 2,2 | | |active= 2,2 |
| |recovery= --- | | |recovery= --- |
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| |cancel= P ×/×, ×/× S ×/×, ×/× | | |cancel= P ×/×, ×/× S ×/×, ×/× |
| |tech= Air, Air | | |tech= Air, Air |
| |description=Description. | | |description=Air to air normal, and a very good one at that. Does well in trades and comes out really fast. 2 hitboxes but only one will connect. 2nd hitbox can cross up, and on cross up is unblockable vs Setsuna, Kagami, and Amano with proper timing |
| <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> |
| LB2_Washizuka_jA2.png|2nd hit | | LB2_Washizuka_jA2.png|2nd hit |
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| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 26/3 S 13/0 | | |damage= P 26/3 S 13/0 |
| |startup= 12 | | |startup= 13 |
| |active= 4 | | |active= 4 |
| |recovery= --- | | |recovery= --- |
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| |cancel= P ×/×, ×/× S ×/×, ×/× | | |cancel= P ×/×, ×/× S ×/×, ×/× |
| |tech= Air | | |tech= Air |
| |description=Description. | | |description=Most damaging jumping normal. |
| }} | | }} |
| }} | | }} |
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| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 13/1 S 11/0 | | |damage= P 13/1 S 11/0 |
| |startup= 3 | | |startup= 4 |
| |active= 7 | | |active= 7 |
| |recovery= --- | | |recovery= --- |
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| |cancel= P ×/×, ×/× S ×/×, ×/× | | |cancel= P ×/×, ×/× S ×/×, ×/× |
| |tech= Air | | |tech= Air |
| |description=Description. | | |description=Solid air normal, and your main jump-in tool. Crosses up reliably |
| }} | | }} |
| }} | | }} |
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| |cancel= | | |cancel= |
| |tech= | | |tech= |
| |description=Description. | | |description=Fireball for fireball uses. Both version charge time is 24F |
| }} | | }} |
| }} | | }} |
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| |cancel= | | |cancel= |
| |tech= | | |tech= |
| |description=Description. | | |description=Double fireball. |
| }} | | }} |
| }} | | }} |
| * Washizuka creates a slash projectile
| | |
| * A version creates one slash, B creates two
| |
|
| |
|
| '''Foolish Flurry''' - [2]8A/B | | '''Foolish Flurry''' - [2]8A/B |
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| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 35/4 S 26/3 | | |damage= P 35/4 S 26/3 |
| |startup= 11 | | |startup= 12 |
| |active= 1 | | |active= 1 |
| |recovery= 36 | | |recovery= 36 |
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| |cancel= × | | |cancel= × |
| |tech= Air | | |tech= Air |
| |description=Description. | | |description=Anti air. Charge time is 24f for A version, 38F for B version |
| }} | | }} |
| }} | | }} |
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| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 41/5 S 33/4 | | |damage= P 41/5 S 33/4 |
| |startup= 14 | | |startup= 15 |
| |active= 3 | | |active= 3 |
| |recovery= 43 | | |recovery= 43 |
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| |cancel= × | | |cancel= × |
| |tech= Air | | |tech= Air |
| |description=Description. | | |description=You’d think this would be good anti air but it’s not. |
| }} | | }} |
| }} | | }} |
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| {{MoveData | | {{MoveData |
| |image=LB2_Washizuka_b-f+C.png | | |image=LB2_Washizuka_b-f+C.png |
| |caption=Text | | |caption= |
| |name=[4]6C | | |name=[4]6C |
| |data= | | |data= |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 21/2 S 16/2 | | |damage= P 21/2 S 16/2 |
| |startup= P 16 S 9 | | |startup= P 17 S 10 |
| |active= 20 | | |active= 20 |
| |recovery= 33 | | |recovery= 33 |
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| |cancel= ○ | | |cancel= ○ |
| |tech= Air | | |tech= Air |
| |description=* Washizuka charges into opponent | | |description=* Washizuka charges into opponent. 24f charge time |
| * Super cancel able | | * Super cancel able, dm will only connect after this by itself in power |
| }} | | }} |
| }} | | }} |
| {{MoveData | | {{MoveData |
| |image=LB2_Washizuka_b-f+C1.png | | |image=LB2_Washizuka_b-f+C1.png |
| |caption=Text | | |caption= |
| |name=236C Followup | | |name=236C Followup |
| |data= | | |data= |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= | | |damage= |
| |startup= | | |startup=5 |
| |active= | | |active=1 |
| |recovery= | | |recovery=47 |
| |state= | | |state= |
| |frame advantage= | | |frame advantage= |
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| |cancel= | | |cancel= |
| |tech= | | |tech= |
| |description=Description. | | |description=This follow-up cancels into 2146AB, making [4]6C's DM cancel obsolete. Most commonly used for combos |
| }} | | }} |
| }} | | }} |
| {{MoveData | | {{MoveData |
| |image=LB2_Washizuka_b-f+C2.png | | |image=LB2_Washizuka_b-f+C2.png |
| |caption=Text | | |caption= |
| |name=214C Followup | | |name=214C Followup |
| |data= | | |data= |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= | | |damage= |
| |startup= | | |startup=13 |
| |active= | | |active=8 |
| |recovery= | | |recovery=13 |
| |state= | | |state= |
| |frame advantage= | | |frame advantage= |
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| |cancel= | | |cancel= |
| |tech= | | |tech= |
| |description=Description. | | |description=This one hits high! And allows for a tech chase! |
| }} | | }} |
| }} | | }} |
| {{MoveData | | {{MoveData |
| |image=LB2_Washizuka_b-f+CB.png | | |image=LB2_Washizuka_b-f+CB.png |
| |caption=Text | | |caption= |
| |name=214B Followup | | |name=214B Followup |
| |data= | | |data= |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= | | |damage= |
| |startup= | | |startup=15 |
| |active= | | |active=8 |
| |recovery= | | |recovery=13 |
| |state= | | |state= |
| |frame advantage= | | |frame advantage= |
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| |cancel= | | |cancel= |
| |tech= | | |tech= |
| |description=Description. | | |description=This one hits low! And allows for a 3B OTG! |
| }} | | }} |
| }} | | }} |
| * Follow up with '''Rouga Shashkiki''' (214C)
| |
| * Follow up with '''Rouga Onshiki''' (236C)
| |
| * Follow up with '''Rouga Fukushiki''' (214B)
| |
|
| |
|
| '''A Glorious Death''' - 214A/B | | '''A Glorious Death''' - 214A/B |
| {{MoveData | | {{MoveData |
| |image=LB2_Washizuka_qcb+A.jpg | | |image=LB2_Washizuka_qcb+A.png |
| |caption=Text | | |caption=Text |
| |name=214A | | |name=214A |
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| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 17/2 S 14/1 | | |damage= P 17/2 S 14/1 |
| |startup= 7 | | |startup= 8 |
| |active= 2 | | |active= 2 |
| |recovery= 26 | | |recovery= 26 |
Line 536: |
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| |cancel= × | | |cancel= × |
| |tech= Air | | |tech= Air |
| |description=Description. | | |description=Can mash A for extra hits |
| }} | | }} |
| }} | | }} |
| {{MoveData | | {{MoveData |
| |image=LB2_Washizuka_qcb+B.jpg | | |image=LB2_Washizuka_qcb+B.png |
| |caption=Text | | |caption=Text |
| |name=214B | | |name=214B |
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| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 24/3 S 19/2 | | |damage= P 24/3 S 19/2 |
| |startup= 11 | | |startup= 12 |
| |active= 2 | | |active= 2 |
| |recovery= P 27 S 21 | | |recovery= P 27 S 21 |
Line 555: |
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| |cancel= × | | |cancel= × |
| |tech= Air | | |tech= Air |
| |description=Description. | | |description=Single hit used up close early in a combo allows you to link a 4A after for combo extensions. Fairly safe from a distance as a single hit. Mashed version is punishable depending on opponent character. |
| }} | | }} |
| }} | | }} |
| * Washizuka makes an outward stabs
| |
| * Follow up with multiple stabs by repeatedly pressing A or B
| |
|
| |
|
| ==Desperation Moves== | | ==Desperation Moves== |
| '''True Fang of the Wolf''' - 2146AB | | '''True Fang of the Wolf''' - 2146AB |
| {{MoveData | | {{MoveData |
| |image=LB2_Washizuka_qcb+db+f+AB.jpg | | |image=LB2_Washizuka_qcb+db+f+AB.png |
| |caption=Text | | |caption=Text |
| |name=2146AB | | |name=2146AB |
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| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= P 10/1,17,6,6,6,6,8,5,5,5,5,5,5,5,5,16 S 9/1, 20, 5, 5, 5, 5, 5, 9, 5, 5, 5, 5, 5, 5, 5, 5, 11 | | |damage= P 10/1,17,6,6,6,6,8,5,5,5,5,5,5,5,5,16 S 9/1, 20, 5, 5, 5, 5, 5, 9, 5, 5, 5, 5, 5, 5, 5, 5, 11 |
| |startup= 20 | | |startup= 21 |
| |active= 18 | | |active= 18 |
| |recovery= 24 | | |recovery= 24 |
Line 579: |
Line 612: |
| |cancel= | | |cancel= |
| |tech= Air | | |tech= Air |
| |description=Description. | | |description=This move grants you fullscreen corner carry no matter which part of the stage you're in, giving you reliable okizeme as well. |
| }} | | }} |
| }} | | }} |
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Line 620: |
| '''Final Wolf Fang''' - 2146B | | '''Final Wolf Fang''' - 2146B |
| {{MoveData | | {{MoveData |
| |image=LB2_Washizuka_qcb+db+f+B.jpg | | |image=LB2_Washizuka_qcb+db+f+B.png |
| |caption=The hypest shit you'll ever see | | |caption=Loyalty. |
| |name=2146B | | |name=2146B |
| |data= | | |data= |
| {{AttackData-LB2 | | {{AttackData-LB2 |
| |damage= 126/15 (139/-) | | |damage= 126/15 (139/-) |
| |startup= 52 ~ 248 | | |startup= 53~249 |
| |active= 22, (2, 22) | | |active= 22, (2, 22) |
| |recovery= 47 | | |recovery= 47 |
Line 602: |
Line 635: |
| |cancel= | | |cancel= |
| |tech= | | |tech= |
| |description=Description. | | |description=Chargable single strike sdm. Becomes unblockable after 99f charging. Washizuka turns red after 179f. Damage increases after 96F |
| | |
| }} | | }} |
| }} | | }} |
| * Washizuka charges up his blade, and dashes forward to slice through opponent
| |
| * Chargeable
| |
|
| |
|
| ==Combos== | | ==Combos== |
Normals
Standing
5A
Poke, 1st box
|
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.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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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.
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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 13/1 S 8/0
|
8
|
1/1
|
--
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Any
|
P +7/-7 S +7/-8
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P 6/3 S 2/1
|
M
|
P ○/○ S ○/○
|
Air
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
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ActiveNumber of frames the move remains active for, and can hit the opponent on.
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RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
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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 13/1 S 8/0
|
--
|
1
|
14
|
Any
|
P +8/-7 S +8/-7
|
P 6/3 S 2/1
|
M
|
P ○/○ S ○/○
|
Air
|
|
|
4A
Punch
|
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 13/1 S 8/0
|
4
|
2
|
16
|
-
|
P +5/-7 S +5/-10
|
P 6/3 S 2/1
|
M
|
P ○/○ S ○/○
|
Air
|
Main normal for starting punish combos Great speed and reach, one of the better 4A’s in the game. Can be used as anti jump, anti air. Links from itself, 2C, 5A, and 214B (single hit) in range. Has enough hitstun to combo [4]6C 236C from a decent distance for dm confirms in power mode.
|
|
5B
|
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 31/3 S 16/0
|
13
|
4
|
28
|
-
|
P -3/-10 S -3/-23
|
P 8/4 S 3/1
|
M
|
P ○/○ S ○/○
|
Air
|
Chain combo button, slightly more range than 2B so it’s required for some combos in speed/ex from farther out.
|
|
6B
GATOT- not yet
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
|
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
|
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
P 50/6 S 23/0
|
P 20 S 14
|
1
|
32
|
-
|
P -3/-13 S -3/-23
|
P 12/6 S 4/2
|
M
|
P ×/△ S ×/×
|
Air
|
Easiest followup after an air to air or anti air deflect. Rebounds on hit in power, can be used as an occasional high damage poke that is relatively safe (depending on opponent character)
|
|
5C
Meh
|
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 13/1 S 11/0
|
10
|
3
|
22
|
-
|
P -2/-17 S -2/-17
|
P 6/3 S 3/1
|
M
|
P ○/○ S ○/○
|
Air
|
|
|
6C
Commit seppuku in the name of Shinsengumi if you misses the charge.
|
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 16/0
|
10
|
3
|
25
|
-
|
P -/-19 S -/-19
|
P 6/3 S 3/1
|
M
|
P ○/○ S ×/×
|
Air
|
Hard knockdown. Can be combod after in power mode, guarantees an otg by itself.
|
|
5B+C
Power Version Speed/EX Version
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
|
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
|
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Power
|
-
|
-
|
-
|
-
|
Any
|
--/--
|
-
|
---
|
×/×
|
None
|
Unlike most Power BCs, Washizuka takes a step back during the startup of this move, which can catch the opponent by surprise. As such, this is significantly more useful than other P BCs. After charging for 90f it moves farther, does more damage, and becomes super cancelable
|
Version
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
|
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
|
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
Speed/EX
|
-
|
-
|
-
|
-
|
Any
|
-
|
-
|
H
|
×/×
|
Ground, Air
|
- Washizuka slashes upwards, overhead.
- Can combo after it.
|
|
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. One of the fastest 3Bs in the game.
|
|
Speed Chain
A>A
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
|
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
|
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
-
|
-
|
-
|
-
|
Low
|
-17
|
-
|
Mid
|
○/○
|
-
|
- GIGANTIC hitbox, incredibly reliable and one of the best 5A>As in the game.
- The frame advantage shown here assumes nothing is inputted after this is blocked. In reality you can negate most of it. There is always going to be a gap an opponent can use a deflect no matter what you try after if they switch guard perfectly (switching guard the frame it connects), but you are generally safe using 3C, 214B, etc.
|
|
C of A>B>C
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
|
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
|
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
-
|
-
|
-
|
-
|
Any
|
-
|
-
|
Mid
|
×/×
|
All
|
|
|
Crouching
2A
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 13/1 S 11/0
|
4
|
4
|
14
|
-
|
P +2/-7 S +2/-13
|
P 6/3 S 2/1
|
M
|
P ×/○ S ○/○
|
Air
|
Used in chain combos for damage and a point of mixup I.e 5A 2A BC or 5A 2A 3C. Decent range.
|
|
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.
|
P 26/3 S 19/0
|
15
|
1
|
---
|
-
|
P +1/-10 S +1/-19
|
P 8/4 S 3/1
|
M
|
P ○/○ S ○/○
|
Air
|
Most commonly used in chain combos. Can be used as a situational anti air.
|
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
|
StartupNumber of frames for the move to become active, first active frame included.
|
ActiveNumber of frames the move remains active for, and can hit the opponent on.
|
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
|
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
|
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
|
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
|
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
|
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
|
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
|
P 26/2 S 19/0
|
---
|
1
|
26
|
-
|
P +2/-10 S +2/-18
|
P 8/4 S 3/1
|
M
|
P ○/○ S ○/○
|
Air
|
|
|
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 13/1 S 11/0
|
6
|
4
|
12
|
-
|
P +7/-8 S +7/-8
|
P 6/3 S 3/1
|
Low
|
P ×/× S ○/○
|
Air
|
Low starter for combos. links to itself and 4A, links from 5A. Works well when crossing under opponents to start combos. 2C 4A is a link every washizuka player needs to learn, no matter which mode is played.
|
|
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 24/3 S 19/0
|
12
|
3
|
17
|
-
|
P -/-11 S -/-11
|
P 8/4 S 3/1
|
Low
|
P ○/○ S ○/○
|
Air
|
Decent sweep. Thanks to being able to cancel into 214B to deter counter attacks, it can be used relatively safely when blocked
|
|
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.
|
P 13/1, 13/1 S 11/0, 11/0
|
7
|
2,2
|
---
|
-
|
P --/--, --/-- S --/--, --/--
|
P 6/3, 6/3 S 3/1, 3/1
|
High
|
P ×/×, ×/× S ×/×, ×/×
|
Air, Air
|
Air to air normal, and a very good one at that. Does well in trades and comes out really fast. 2 hitboxes but only one will connect. 2nd hitbox can cross up, and on cross up is unblockable vs Setsuna, Kagami, and Amano with proper timing
|
|
jB
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 26/3 S 13/0
|
13
|
4
|
---
|
-
|
P --/-- S --/--
|
P 8/4 S 3/1
|
High
|
P ×/×, ×/× S ×/×, ×/×
|
Air
|
Most damaging jumping normal.
|
|
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.
|
P 13/1 S 11/0
|
4
|
7
|
---
|
-
|
P --/-- S --/--
|
P 6/3 S 3/1
|
High
|
P ×/×, ×/× S ×/×, ×/×
|
Air
|
Solid air normal, and your main jump-in tool. Crosses up reliably
|
|
- all but low A and low C in Power mode can cancel when crouching
Special Moves
Fatal Flurry - [4]6 A/B
[4]6A
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.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Fireball for fireball uses. Both version charge time is 24F
|
|
[4]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.
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Foolish Flurry - [2]8A/B
[2]8A
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 35/4 S 26/3
|
12
|
1
|
36
|
-
|
-/-28
|
P 2/10/5 S 1/4/2
|
Mid
|
×
|
Air
|
Anti air. Charge time is 24f for A version, 38F for B version
|
|
[2]8B
The Popsicle
|
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 41/5 S 33/4
|
15
|
3
|
43
|
-
|
-/-37
|
P 4/10/5 S 2/4/2
|
M
|
×
|
Air
|
You’d think this would be good anti air but it’s not.
|
|
- Washizuka strikes with a 45 degree anti-air
- B version enables a stronger effect
Wolf Fang - [4]6C
[4]6C
|
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 16/2
|
P 17 S 10
|
20
|
33
|
-
|
0/-20
|
P 4/8/4 S 2/3/1
|
M
|
○
|
Air
|
- Washizuka charges into opponent. 24f charge time
- Super cancel able, dm will only connect after this by itself in power
|
|
236C Followup
|
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
|
1
|
47
|
-
|
-
|
-
|
-
|
-
|
-
|
This follow-up cancels into 2146AB, making [4]6C's DM cancel obsolete. Most commonly used for combos
|
|
214C Followup
|
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
|
8
|
13
|
-
|
-
|
-
|
-
|
-
|
-
|
This one hits high! And allows for a tech chase!
|
|
214B Followup
|
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.
|
-
|
15
|
8
|
13
|
-
|
-
|
-
|
-
|
-
|
-
|
This one hits low! And allows for a 3B OTG!
|
|
A Glorious Death - 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.
|
P 17/2 S 14/1
|
8
|
2
|
26
|
-
|
+1/-14
|
P 2/6/3 S 1/3/1
|
M
|
×
|
Air
|
Can mash A for extra hits
|
|
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.
|
P 24/3 S 19/2
|
12
|
2
|
P 27 S 21
|
-
|
+7/-13
|
P 2/8/4 S 1/3/1
|
M
|
×
|
Air
|
Single hit used up close early in a combo allows you to link a 4A after for combo extensions. Fairly safe from a distance as a single hit. Mashed version is punishable depending on opponent character.
|
|
Desperation Moves
True Fang of the Wolf - 2146AB
2146AB
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 10/1,17,6,6,6,6,8,5,5,5,5,5,5,5,5,16 S 9/1, 20, 5, 5, 5, 5, 5, 9, 5, 5, 5, 5, 5, 5, 5, 5, 11
|
21
|
18
|
24
|
-
|
-/-20
|
-
|
M
|
-
|
Air
|
This move grants you fullscreen corner carry no matter which part of the stage you're in, giving you reliable okizeme as well.
|
|
- Washizuka charges into opponent. If it connects, he continues his assault
Super Desperation Moves
Final Wolf Fang - 2146B
2146B
Loyalty.
|
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.
|
126/15 (139/-)
|
53~249
|
22, (2, 22)
|
47
|
-
|
-/21 (-)
|
-
|
M (-)
|
-
|
-
|
Chargable single strike sdm. Becomes unblockable after 99f charging. Washizuka turns red after 179f. Damage increases after 96F
|
|
Combos
Any Mode
Dash A/B, qcb B, B
j B, B, qcb B, B (repeatedly)
Dash A/B, qcb, db, f AB
j B, b~f B, f C, qcb B
j B, d~u B, d B, u B
Power Mode Only
j B, f C, qcb B
BC (charge), qcb, db, f AB
EX Mode Only
Dash A/B, d B, d B, b~f B, f C, qcf C, qcb, db, f AB J.b, 4a > 4a, 4a > 4a > 3a > 3b xx 4~6c, 236c xx 2146AB
Power and EX Mode
j B, b~f B, B, f C, qcf C, qcb, db, f AB
Speed and EX Mode
j B, b A, A, d A, d B, f C
j B, A, B, C
Dash A/B, d B, d~u B, BC, u B
j B, b A, A, d A, d B, qcb B, B (repeatedly)
Super Speed Combos
A + B + C + A + B + C + A + B + 236C
A + B + C + A + B + C + C + B + 236A
A + B + C + d C + A + d C + 6BC
A + B + C + d C + A + BC + A + 236B