|description=Very useful combo tool in all modes, although nothing too special outside of that.
|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.
}}
}}
}}
}}
Line 64:
Line 64:
{{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
Line 73:
Line 73:
|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.
}}
}}
}}
}}
Line 83:
Line 83:
{{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:
Line 92:
|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:
Line 102:
{{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:
Line 111:
|cancel= P ○/○ S ○/○
|cancel= P ○/○ S ○/○
|tech= Air
|tech= Air
|description=Hits OTG.
|description=Hits OTG.
}}
}}
}}
}}
Line 121:
Line 121:
{{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:
Line 130:
|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:
Line 153:
|cancel=×/×
|cancel=×/×
|tech=None
|tech=None
|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.
|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 attacks, unblockable.
* It becomes more powerful if you charge it long enough, but that is very unlikely to happen.
*Super Cancelable on full charge.
<br><br><br>
<br><br><br>
}}
}}
Line 207:
Line 205:
|recovery=
|recovery=
|state=Low
|state=Low
|frame advantage=
|frame advantage= -17
|meter gain=
|meter gain=
|guard=Mid
|guard=Mid
|cancel=○/○
|cancel=○/○
|tech=
|tech=
|description=GIGANTIC hitbox, incredibly reliable and one of the best 5A>As in the game.
|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.
}}
}}
}}
}}
Line 243:
Line 242:
{{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
Line 252:
Line 251:
|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.
}}
}}
}}
}}
Line 262:
Line 261:
{{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= ---
Line 271:
Line 270:
|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 297:
Line 296:
{{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
Line 306:
Line 305:
|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.
}}
}}
}}
}}
Line 316:
Line 315:
{{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
Line 325:
Line 324:
|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
}}
}}
}}
}}
Line 337:
Line 336:
{{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= ---
Line 346:
Line 345:
|cancel= P ×/×, ×/× S ×/×, ×/×
|cancel= P ×/×, ×/× S ×/×, ×/×
|tech= Air, Air
|tech= Air, Air
|description=Air to air normal, and a very good one at that. Does well in trades and comes out really fast.
|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
|description=Solid air normal, and your main jump-in tool.
|description=Solid air normal, and your main jump-in tool. Crosses up reliably
}}
}}
}}
}}
Line 410:
Line 409:
|cancel=
|cancel=
|tech=
|tech=
|description=Description.
|description=Fireball for fireball uses. Both version charge time is 24F
}}
}}
}}
}}
Line 429:
Line 428:
|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
Line 443:
Line 441:
{{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
Line 452:
Line 450:
|cancel= ×
|cancel= ×
|tech= Air
|tech= Air
|description=Description.
|description=Anti air. Charge time is 24f for A version, 38F for B version
}}
}}
}}
}}
Line 462:
Line 460:
{{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
Line 471:
Line 469:
|cancel= ×
|cancel= ×
|tech= Air
|tech= Air
|description=Description.
|description=You’d think this would be good anti air but it’s not.
}}
}}
}}
}}
Line 480:
Line 478:
{{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
Line 494:
Line 492:
|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=
Line 514:
Line 512:
|cancel=
|cancel=
|tech=
|tech=
|description=This follow-up cancels into 2146AB, making [4]6C's DM cancel obsolete.
|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=
Line 538:
Line 536:
{{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=
Line 564:
Line 562:
{{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 573:
Line 571:
|cancel= ×
|cancel= ×
|tech= Air
|tech= Air
|description=Description.
|description=Can mash A for extra hits
}}
}}
}}
}}
Line 583:
Line 581:
{{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 592:
Line 590:
|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
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
8
1/1
--
Any
P +7/-7 S +7/-8
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.
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
--
1
14
Any
P +8/-7 S +8/-7
P 6/3 S 2/1
M
P ○/○ S ○/○
Air
Description.
2nd box
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
Hits OTG.
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 VersionSpeed/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
Description.
2nd part
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
2nd hit
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.
-
-
-
-
-
-
-
-
-
-
Double fireball.
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