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The Last Blade 2/Kaede: Difference between revisions
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==Overview== | ==Overview== | ||
Serving as the "shoto" of the roster, Kaede is a fairly well-rounded character with minimal execution barriers. Primarily aiming to fight at mid to close range and built to bait deflects. He's easily the best in Power mode. However, his Speed mode does have some unique advantages. | Serving as the "shoto" of the roster, Kaede is a fairly well-rounded character with minimal execution barriers. Primarily aiming to fight at mid to close range and built to bait deflects. He's easily the best in Power mode. However, his Speed mode does have some unique advantages. | ||
<br> | |||
| | <div class="movelist-toggles"> | ||
<div id="movelist-toggle-1" class="movelist-toggle-button"> [[File:Power_Icon.png|50px|link=]]</div> | |||
<div id="movelist-toggle-2" class="movelist-toggle-button"> [[File:Speed_Icon.png|50px|link=]]</div> | |||
<div id="movelist-toggle-3" class="movelist-toggle-button"> [[File:EX_Icon.png|50px|link=]]</div> | |||
</div> | |||
! | <div id="movelist-1" class="movelist"><!-- Power --> | ||
| | {{ProConTable | ||
|pros= | |||
* Strong pokes in neutral | * Strong pokes in neutral | ||
* Simple yet effective hit confirms | * Simple yet effective hit confirms | ||
Line 16: | Line 17: | ||
* Incredible anti-air and air-to-air presence | * Incredible anti-air and air-to-air presence | ||
* Highest meterless damage from command grab | * Highest meterless damage from command grab | ||
| | |cons= | ||
* Long range pokes typically have significant hurtbox extension | * Long range pokes typically have significant hurtbox extension | ||
* No mix beyond his basic stagger pressure | * No mix beyond his basic stagger pressure | ||
* Poor oki | * Poor oki | ||
* A bug that forces him to stand up after being in a hard knockdown state and getting hit by an OTG means opponents can loop their pressure on him, or even get a guaranteed 50/50 in the form of fandango | |||
! | }}</div> | ||
| | <div id="movelist-2" class="movelist"><!-- Speed--> | ||
{{ProConTable | |||
|pros= | |||
* 5A>A is one of the best empty cancels in the game | * 5A>A is one of the best empty cancels in the game | ||
* Simple yet effective hit confirms | * Simple yet effective hit confirms | ||
* Effective low crushes to accentuate strike/throw game plan | * Effective low crushes to accentuate strike/throw game plan | ||
* High metered damage off command grab | * High metered damage off command grab | ||
| | |cons= | ||
* Long range pokes typically have significant hurtbox extension | * Long range pokes typically have significant hurtbox extension | ||
* Low damage on individual hits, compounding the above weakness | * Low damage on individual hits, compounding the above weakness | ||
* Struggles to confirm super outside of command grab | * Struggles to confirm super outside of command grab | ||
* Recovery roll bug is still present, with the above disadvantages | |||
! | }}</div> | ||
| | <div id="movelist-3" class="movelist"><!-- EX --> | ||
{{ProConTable | |||
|pros= | |||
* Same strengths as speed, with slightly higher potential damage from command grab | * Same strengths as speed, with slightly higher potential damage from command grab | ||
| | |cons= | ||
* Same weaknesses as speed | * Same weaknesses as speed | ||
* Massive defense penalty makes trades even worse | * Massive defense penalty makes trades even worse | ||
* 214A super cancels don't work mid combo | * 214A super cancels don't work mid combo}} | ||
</div> | |||
==Strategy== | ==Strategy== | ||
For the majority of matchups, you'll be attempting to poke out the opponent at mid range until you find a chance to get a hop, at which point you can begin baiting deflects and fishing for his incredibly rewarding command grab. Although his mixups are fairly linear and often reactable, Kaede can steal the opponent's turn surprisingly easily even in power mode. This allows him to go on the offensive while still maintaining access to high damage pokes and whiff punishes. Although his long range presence is not particularly strong, he has access to both a fireball and some strong (and frankly underrated) options from dashing in. Put this in tandem with the unique properties of his air-fireball, and Kaede can effectively threaten the opponent from any range. In speed mode, Kaede can bank a lot harder on his pressure, gaining access to a pair of fast overheads and becoming even better at baiting deflects. This makes his command grab all the more threatening, especially when you consider that in speed he can confirm fandangos off of it. However, the majority of Kaede's confirms become weaker in speed, and he generally trades less favorably with most normals (a huge weakness given that Kaede has significant hurtbox extension on his more commital pokes). In either mode, Kaede's disadvantage state is disproportionately strong. This is because he has access to a high-priority jab, standing A reaches relatively far compared to most 4f jabs, and during tech chase situations he has access to two different air fireballs as well as a fast high priority jumping normal. This allows him to viably air tech against the majority of the roster, as he will often force a favorable trade and get the opponent off of him. | For the majority of matchups, you'll be attempting to poke out the opponent at mid range until you find a chance to get a hop, at which point you can begin baiting deflects and fishing for his incredibly rewarding command grab. Although his mixups are fairly linear and often reactable, Kaede can steal the opponent's turn surprisingly easily even in power mode. This allows him to go on the offensive while still maintaining access to high damage pokes and whiff punishes. Although his long range presence is not particularly strong, he has access to both a fireball and some strong (and frankly underrated) options from dashing in. Put this in tandem with the unique properties of his air-fireball, and Kaede can effectively threaten the opponent from any range. In speed mode, Kaede can bank a lot harder on his pressure, gaining access to a pair of fast overheads and becoming even better at baiting deflects. This makes his command grab all the more threatening, especially when you consider that in speed he can confirm fandangos off of it. However, the majority of Kaede's confirms become weaker in speed, and he generally trades less favorably with most normals (a huge weakness given that Kaede has significant hurtbox extension on his more commital pokes). In either mode, Kaede's disadvantage state is disproportionately strong. This is because he has access to a high-priority jab, standing A reaches relatively far compared to most 4f jabs, and during tech chase situations he has access to two different air fireballs as well as a fast high priority jumping normal. This allows him to viably air tech against the majority of the roster, as he will often force a favorable trade and get the opponent off of him. | ||
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|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=13/1 | ||
|startup=5 | |||
|active=2 | |active=2 | ||
|recovery=16 | |recovery=16 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=+5/-7 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard=M | ||
|cancel= o/o | |cancel= o/o | ||
|tech= Air | |tech= Air | ||
|description=A very fast but decently long range poke with good horizontal priority. Easily Kaede's best grounded poke due to being incredibly noncommital and stuffing most approach attempts. Notably it can also combo into most specials depending on your range, with DP in particular being very consistent at even longer ranges. Can serve as an anti-air if spaced against jump ins with weak air-to-ground priority. | }} | ||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=8/0 | |||
|startup=5 | |||
|active=2 | |||
|recovery=16 | |||
|state=Any | |||
|frame advantage=+5/-10 | |||
|meter gain= | |||
|guard=M | |||
|cancel=○/○ | |||
|tech=Air | |||
|description=A very fast but decently long range poke with good horizontal priority. Has the most reach for any 5A of any character in game by a few pixels. Easily Kaede's best grounded poke due to being incredibly noncommital and stuffing most approach attempts. Notably it can also combo into most specials depending on your range, with DP in particular being very consistent at even longer ranges. Can serve as an anti-air if spaced against jump ins with weak air-to-ground priority. Confirms into 236236B sdm as well for a comeback tool. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=13/1 | ||
|startup=5 | |||
|active=2 | |active=2 | ||
|recovery=12 | |recovery=12 | ||
Line 83: | Line 103: | ||
|cancel= o/o | |cancel= o/o | ||
|tech= Air | |tech= Air | ||
|description=A short jab with a deceptively high priority hitbox. This is likely going to be your primary combo starter in power mode, as it links into itself easily and | }} | ||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=8/0 | |||
|startup=5 | |||
|active=2 | |||
|recovery=12 | |||
|state=Any | |||
|frame advantage=+9/-6 | |||
|meter gain= | |||
|guard=M | |||
|cancel=○/○ | |||
|tech=Air | |||
|description=A short jab with a deceptively high priority hitbox. This is likely going to be your primary combo starter in power mode, as it links into itself easily and serves as your fastest normal to escape pressure. | |||
}} | }} | ||
}} | }} | ||
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|image=LB2_Kaede_B_image.png | |image=LB2_Kaede_B_image.png | ||
|hitbox=LB2_Kaede_B.png | |hitbox=LB2_Kaede_B.png | ||
|hitbox2=LB2_Kaede_5AB2.png | |||
|caption=Not a poke | |caption=Not a poke | ||
|name=5B | |name=5B | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=30/3 | ||
|active= | |startup=11 | ||
|active=2,1 | |||
|recovery=22 | |recovery=22 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=+4/-10,+6/-8 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard=M | ||
|cancel= o/o | |cancel= o/o | ||
|tech= Air | |tech= Air | ||
|description=A fairly slow normal with moderate range and is unsafe on block. Notably can combo into 214A from a significant distance away from the opponent, making it a solid punish tool in power mode against unsafe blockstrings. Not advisable to use in neutral. | }} | ||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=16/0 | |||
|startup=11 | |||
|active=2,1 | |||
|recovery=22 | |||
|state=Any | |||
|frame advantage=+4/-16,+6/-14 | |||
|meter gain= | |||
|guard=M | |||
|cancel=○/○ | |||
|tech=Air | |||
|description=A fairly slow normal with moderate range and is unsafe on block. Notably can combo into 214A from a significant distance away from the opponent, making it a solid punish tool in power mode against unsafe blockstrings. Not advisable to use in neutral. The 2nd hitbox can hit behind opponents on the ground, and if you can land it in that way it can combo to 214B. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=50/6 | ||
|startup=20 | |||
|active=4 | |active=4 | ||
|recovery=34 | |recovery=34 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=-8/-13 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= x/x | |cancel= x/x | ||
|tech= Air | |tech= Air | ||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=23/0 | |||
|startup=14 | |||
|active=4 | |||
|recovery=34 | |||
|state=Any | |||
|frame advantage=-8/-28 | |||
|meter gain= | |||
|guard=M | |||
|cancel=x/x | |||
|tech=Air | |||
|description=A long range poke which is deceptively safe at max range in power mode. Typically doesn't lead to much damage due to not being cancelable (especially so in speed/EX), but can leave you with solid frame advantage. Does a sizable chunk of damage on counter hit in power mode, and comes out very quickly in speed/EX. A damaging and consistent ender for speed chains. | |description=A long range poke which is deceptively safe at max range in power mode. Typically doesn't lead to much damage due to not being cancelable (especially so in speed/EX), but can leave you with solid frame advantage. Does a sizable chunk of damage on counter hit in power mode, and comes out very quickly in speed/EX. A damaging and consistent ender for speed chains. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=13/1 | ||
|startup=10 | |||
|active=4 | |active=4 | ||
|recovery=16 | |recovery=16 | ||
Line 143: | Line 209: | ||
|cancel= o/o | |cancel= o/o | ||
|tech= Air | |tech= Air | ||
|description= | }} | ||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=11/0 | |||
|startup=9 | |||
|active=4 | |||
|recovery=16 | |||
|state=Any | |||
|frame advantage=+3/-12 | |||
|meter gain= | |||
|guard=M | |||
|cancel=○/○ | |||
|tech=Air | |||
|description=Only used for otg. Using 41236C after otg 5C is common for meter gain | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=19/2 | ||
|startup=8 | |||
|active=3 | |active=3 | ||
|recovery=32 | |recovery=32 | ||
Line 161: | Line 242: | ||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
|cancel= | |cancel= o/o | ||
|tech= None | |tech= None | ||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=16/0 | |||
|startup=8 | |||
|active=3 | |||
|recovery=32 | |||
|state=Any | |||
|frame advantage=-/-26 | |||
|meter gain= | |||
|guard=M | |||
|cancel=x/x | |||
|tech=None | |||
|description=A wallbounce with decent range. Can be canceled in power for super confirms, or guarantee an OTG/oki in any mode. Difficult for some characters to punish on block if spaced and canceled into 236a/623a, however it can always be punished if what you do (or don't do) after the hit is read. | |description=A wallbounce with decent range. Can be canceled in power for super confirms, or guarantee an OTG/oki in any mode. Difficult for some characters to punish on block if spaced and canceled into 236a/623a, however it can always be punished if what you do (or don't do) after the hit is read. | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=61 | |damage=61 | ||
|startup= | |startup=46~86 | ||
|active=2 | |active=2 | ||
|recovery=44 | |recovery=44 | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=16 | |damage=16 | ||
|startup= | |startup=23 | ||
|active=3 | |active=3 | ||
|recovery=23 | |recovery=23 | ||
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|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|version=Power | |||
|damage=21 | |damage=21 | ||
|startup= | |startup=16 | ||
|active=2 | |active=2 | ||
|recovery=27 | |recovery=27 | ||
Line 223: | Line 319: | ||
|cancel= x/x | |cancel= x/x | ||
|tech=N/A | |tech=N/A | ||
|description=Hits OTG. Like other OTG | }} | ||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=21 | |||
|startup=16 | |||
|active=2 | |||
|recovery=27 | |||
|state=Ground | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=N/A | |||
|cancel=x/x | |||
|tech=N/A | |||
|description=Hits OTG. Like other OTG 3B's, this can be performed out of a microdash by inputting 3BCD instead. | |||
}} | }} | ||
}} | }} | ||
====Crouching==== | ====Crouching==== | ||
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|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=13/1 | ||
|startup=5 | |||
|active=3 | |active=3 | ||
|recovery=16 | |recovery=16 | ||
Line 248: | Line 356: | ||
|cancel= | |cancel= | ||
|tech= Air | |tech= Air | ||
|description=A normal which doesn't lead to anything, and despite the animation, doesn't require a low deflect. Inferior to standing 4A in almost every way. In speed or EX, you can continue chaining off of it if chained into from 5A, but it's still generally worse than just following up with the second hit of 5A unless you manage to get a punish at point blank, in which case it will do 1 more point of damage. | }} | ||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=11/0 | |||
|startup=5 | |||
|active=3 | |||
|recovery=16 | |||
|state= Any | |||
|frame advantage=+4/-11 | |||
|meter gain= | |||
|guard=M | |||
|cancel= | |||
|tech= Air | |||
|description=A normal which doesn't lead to anything, and despite the animation, doesn't require a low deflect. Inferior to standing 4A in almost every way. In speed or EX, you can continue chaining off of it if chained into from 4A or 5A, but it's still generally worse than just following up with the second hit of 5A unless you manage to get a punish at point blank, in which case it will do 1 more point of damage. | |||
}} | }} | ||
}} | }} | ||
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|image=LB2_Kaede_d+B_image.png | |image=LB2_Kaede_d+B_image.png | ||
|hitbox=LB2_Kaede_d+B.png | |hitbox=LB2_Kaede_d+B.png | ||
|hitbox2=LB2_Kaede_d+B2.png | |||
|caption=SNK hitboxes at their finest | |caption=SNK hitboxes at their finest | ||
|name=2B | |name=2B | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=28/3 | ||
|startup=14 | |||
|active=4 | |||
|recovery=26 | |||
|state= Any | |||
|frame advantage=-1/-10 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=23/0 | |||
|startup=14 | |||
|active=4 | |active=4 | ||
|recovery=26 | |recovery=26 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=-1/-21 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= o/o | |cancel= o/o | ||
|tech= Air | |tech= Air | ||
|description=A slow poke which can serve as a low crush. Not very useful in neutral due to being less rewarding than other options and being incredibly committal. Can be useful for far reaching speed chains due to the move's range and high damage, but otherwise it's not advised. | |description=A slow poke which can serve as a low crush. Not very useful in neutral due to being less rewarding than other options and being incredibly committal. Can be useful for far reaching speed chains due to the move's range and high damage, but otherwise it's not advised. In speed/ex only the first hitbox will combo into his BC overhead. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=13/1 | ||
|startup=6 | |||
|active=2 | |active=2 | ||
|recovery=17 | |recovery=17 | ||
Line 289: | Line 425: | ||
|meter gain= | |meter gain= | ||
|guard=L | |guard=L | ||
|cancel= | |cancel= x/x | ||
|tech= N/A | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=11/0 | |||
|startup=6 | |||
|active=2 | |||
|recovery=17 | |||
|state= Any | |||
|frame advantage=+4/-11 | |||
|meter gain= | |||
|guard=L | |||
|cancel=o/o | |||
|tech= N/A | |tech= N/A | ||
|description=A pretty standard low. Doesn't lead to anything, so the most you'll really get for landing it is a tic throw. Special cancelable in speed/EX, however the damage increase is minimal despite all your specials being unsafe at this range. | |description=A pretty standard low. Doesn't lead to anything, so the most you'll really get for landing it is a tic throw. Special cancelable in speed/EX, however the damage increase is minimal despite all your specials being unsafe at this range. | ||
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|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=24/3 | ||
|startup=9 | |||
|active=3 | |||
|recovery=26 | |||
|state= Any | |||
|frame advantage=KD/-20 | |||
|meter gain= | |||
|guard=L | |||
|cancel= o/o | |||
|tech= N/A | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=19/0 | |||
|startup=9 | |||
|active=3 | |active=3 | ||
|recovery=26 | |recovery=26 | ||
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|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=13/1 | ||
|startup=6 | |||
|active=2 | |active=2 | ||
|recovery=N/A | |recovery=N/A | ||
Line 333: | Line 499: | ||
|cancel= x/x | |cancel= x/x | ||
|tech= Air | |tech= Air | ||
|description=A fast normal with long horizontal range and leaves Kaede in a favorable position on hit. Easily his best air-to-air. Decent meaty from a fadeback hop. | }} | ||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=11/0 | |||
|startup=6 | |||
|active=2 | |||
|recovery=N/A | |||
|state= Any | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= Air | |||
|description=A fast normal with long horizontal range and leaves Kaede in a favorable position on hit. Easily his best air-to-air. Decent meaty from a fadeback hop. Can cross up | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=26/3 | ||
|startup=8 | |||
|active=4 | |active=4 | ||
|recovery=N/A | |recovery=N/A | ||
Line 353: | Line 534: | ||
|cancel= x/x | |cancel= x/x | ||
|tech= Air | |tech= Air | ||
|description=A relatively slow jump in with a large hitbox and a fair number of active frames. Not as useful as it looks due to extending Kaede's hurtbox as far as the hitbox goes, but notably serves as his most damaging | }} | ||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=11/0 | |||
|startup=8 | |||
|active=4 | |||
|recovery=N/A | |||
|state= Any | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=H | |||
|cancel= x/x | |||
|tech= Air | |||
|description=A relatively slow jump in with a large hitbox and a fair number of active frames. Not as useful as it looks due to extending Kaede's hurtbox as far as the hitbox goes, but notably serves as his most damaging jump in. Despite how it’s hitboxes look it can cross up | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=13/1 | ||
|startup=4 | |||
|active=2 | |active=2 | ||
|recovery= N/A | |recovery= N/A | ||
Line 373: | Line 569: | ||
|cancel= o/o | |cancel= o/o | ||
|tech= Air | |tech= Air | ||
|description=A fast jump in | }} | ||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=11/0 | |||
|startup=4 | |||
|active=2 | |||
|recovery=N/A | |||
|state= Any | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=H | |||
|cancel= o/o | |||
|tech= Air | |||
|description=A fast jump in and best crossup option. A very useful air-to-ground after a hop or can be used as an instant overhead against big bodies by canceling into j.236 A. In any mode, you can use this move partway into a hop in order to leave yourself at advantage and extend pressure, making it a very valuable tool when attempting to go on the offensive. Due to the very few active frames, this move can be very convincingly whiffed against an opponent for an empty hop 41236C. Be warned that any use of this move which would be an air-tight blockstring leaves you unsafe (even on hit unless canceled into j.236A), so don't get caught relying on this move too heavily. If landed as an air-to-air, it can be canceled into j.236B in order to disengage from the opponent and reliably cover ground techs. This can be risky though. Depending on your opponent it’s possible for them to punish your landing recovery from the air fireball | |||
}} | }} | ||
}} | }} | ||
====Dashing==== | ====Dashing==== | ||
Line 386: | Line 595: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=26/3 | ||
|startup=10 | |||
|active=4 | |active=4 | ||
|recovery=28 | |recovery=28 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=+3/-10 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= o/o | |cancel= o/o | ||
|tech= Air | |tech= Air | ||
|description=A dashing normal with an incredibly large disjoint, and can combo into 214A or 236236B from the majority of its range. Safe on block if spaced correctly, and can be a massively useful tool to scare opponents out of throwing pokes out haphazardly thanks to its massive base damage. If the opponent begins respecting this move's priority too much, it's not difficult to run in grab or even 41236C. | }} | ||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=11/0 | |||
|startup=10 | |||
|active=4 | |||
|recovery=28 | |||
|state= Any | |||
|frame advantage=+3/-23 | |||
|meter gain= | |||
|guard=M | |||
|cancel= o/o | |||
|tech= Air | |||
|description=A dashing normal with an incredibly large disjoint, and can combo into 214A or 236236B from the majority of its range. Safe on block if spaced correctly, and can be a massively useful tool to scare opponents out of throwing pokes out haphazardly thanks to its massive base damage. If the opponent begins respecting this move's priority too much, it's not difficult to run in grab or even 41236C. Against crouching opponents in a corner (and a standing Okina) this can combo to 214B if you hit it deep enough. | |||
}} | }} | ||
}} | }} | ||
Line 406: | Line 630: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=26/3 | ||
|startup=10 | |||
|active=2 | |active=2 | ||
|recovery=30 | |recovery=30 | ||
|state=Any | |state=Any | ||
|frame advantage=KD/-23 | |||
|meter gain= | |||
|guard=L | |||
|cancel= x/x | |||
|tech= N/A | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=19/0 | |||
|startup=10 | |||
|active=2 | |||
|recovery=30 | |||
|state= Any | |||
|frame advantage=KD/-23 | |frame advantage=KD/-23 | ||
|meter gain= | |meter gain= | ||
Line 429: | Line 668: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=8/0 | |damage=8/0 | ||
|startup= | |startup=8 | ||
|active=2 | |active=2 | ||
|recovery=20 | |recovery=20 | ||
Line 444: | Line 683: | ||
|image=LB2_Kaede_5AB_image.png | |image=LB2_Kaede_5AB_image.png | ||
|hitbox=LB2_Kaede_5AB.png | |hitbox=LB2_Kaede_5AB.png | ||
|hitbox2=LB2_Kaede_5AB2.png | |||
|caption=Most of why speed is cool | |caption=Most of why speed is cool | ||
|name=5A>B | |name=5A>B | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=16/0 | |damage=16/0 | ||
|startup= | |startup=10 | ||
|active=3 | |active=3 | ||
|recovery=17 | |recovery=17 | ||
Line 459: | Line 699: | ||
|tech= Air | |tech= Air | ||
|description=Identical animation and hitbox to 5b, but has a few unique properties. Most notably it can be linked off of from close range, and it can obviously be chained into 5A>B>C. Almost exclusively a combo tool. | |description=Identical animation and hitbox to 5b, but has a few unique properties. Most notably it can be linked off of from close range, and it can obviously be chained into 5A>B>C. Almost exclusively a combo tool. | ||
}} | }} | ||
}} | }} | ||
Line 472: | Line 709: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=28/0 | |damage=28/0 | ||
|startup= | |startup=10 | ||
|active=2 | |active=2 | ||
|recovery=36 | |recovery=36 | ||
Line 494: | Line 731: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|version=Power | |||
|damage= | |damage= | ||
|startup= | |startup= | ||
Line 503: | Line 741: | ||
|guard=M | |guard=M | ||
|cancel= x/x | |cancel= x/x | ||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard=M | |||
|cancel=x/x | |||
|tech= Air | |tech= Air | ||
|description=A single hit fireball which can be easily hopped over, and has fairly long recovery. Notably can be made safe at longer ranges, so it's potentially worthwhile to cancel off of standing A in power mode for frame traps. | |description=A single hit fireball which can be easily hopped over, and has fairly long recovery. Notably can be made safe at longer ranges, so it's potentially worthwhile to cancel off of standing A in power mode for frame traps. | ||
Line 512: | Line 764: | ||
|name=236B | |name=236B | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|version=Power | |||
|damage= | |damage= | ||
|startup= | |startup= | ||
Line 522: | Line 775: | ||
|guard=M | |guard=M | ||
|cancel= x/x | |cancel= x/x | ||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard=M | |||
|cancel=x/x | |||
|tech= Air | |tech= Air | ||
|description=Similar to qcf A, but the projectile travels faster and the animation for the move is generally slower. | |description=Similar to qcf A, but the projectile travels faster and the animation for the move is generally slower. | ||
}} | }} | ||
}} | }} | ||
'''Morning Star Wind Fang''' - 623A/B | '''Morning Star Wind Fang''' - 623A/B | ||
{{MoveData | {{MoveData | ||
|image=LB2_Kaede_dp+A.png | |image=LB2_Kaede_dp+A.png | ||
|hitbox=LB2_Kaede_dp+A.png | |||
|hitbox2=LB2_Kaede_dp+A2.png | |||
|caption=DP | |caption=DP | ||
|caption2=2nd hit | |||
|name=623A | |name=623A | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=6+17/1+2 | ||
|startup=6 | |||
|active=2-2 | |active=2-2 | ||
|recovery= | |recovery=38 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=-33/-31 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= x/x | |cancel= x/x | ||
|tech= Air | |tech= Air | ||
|description=A basic anti-air which causes an techable launch into a tech chase on hit. Relatively safe to whiff compared to the B version, but is less rewarding and notably has longer startup than the B version. | }} | ||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=4+16/1+2 | |||
|startup=6 | |||
|active=2-2 | |||
|recovery=35 | |||
|state= Any | |||
|frame advantage=-30/-28 | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= Air | |||
|description=A basic anti-air which causes an techable launch into a tech chase on hit. Relatively safe to whiff compared to the B version, but is less rewarding and notably has longer startup than the B version. If only the 2nd hit connects the opponent is put into a juggle state. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=LB2_Kaede_dp+B.png | |image=LB2_Kaede_dp+B.png | ||
|hitbox=LB2_Kaede_dp+B.png | |||
|hitbox2=LB2_Kaede_dp+B2.png | |||
|hitbox3=LB2_Kaede_dp+B3.png | |||
|hitbox4=LB2_Kaede_dp+B4.png | |||
|caption=The cooler DP | |caption=The cooler DP | ||
|caption2=2nd hit | |||
|caption3=3rd hit | |||
|caption4=623B follow up | |||
|name=623B | |name=623B | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=6+10+24(+15)/1+1+3 | ||
|active= | |startup=4(8) | ||
|recovery= | |active=2-2-2(-4) | ||
|recovery=67 | |||
|state= Any | |||
|frame advantage=-60/-57 | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= Ground | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=7+9+16(+9)/1+1+2 | |||
|startup=4(8) | |||
|active=2-4-[1]-2(-4) | |||
|recovery=54 | |||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=-52/-47 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= x/x | |cancel= x/x | ||
|tech= Ground | |tech= Ground | ||
|description=A high-flying DP which can function as a committal anti-air. | |description=A high-flying DP which can function as a committal anti-air. Has a unique follow up on hit or block performed with 623B. Useful as a combo ender thanks to its high meterless damage, fast startup, and causing a soft knockdown afterwords. Notably, the first part of the move is a multihit, and if the second hit uncombos the opponent is able to ground tech and punish you on hit. Amusingly, this is Kaede's fastest strike from standing. There is a 1f gap between the second and third hits in speed/EX, but power is active for the full duration between both hits. The grounded initial hit (the elbow) is air unblockable. | ||
}} | }} | ||
}} | }} | ||
'''Morning Star Fillet Flash''' = 214A/B | '''Morning Star Fillet Flash''' = 214A/B | ||
{{MoveData | {{MoveData | ||
|image=LB2_Kaede_qcb+A.png | |image=LB2_Kaede_qcb+A.png | ||
|hitbox=LB2_Kaede_qcb+A.png | |||
|hitbox2=LB2_Kaede_qcb+A2.png | |||
|hitbox3=LB2_Kaede_qcb+A3.png | |||
|hitbox4=LB2_Kaede_qcb+A4.png | |||
|caption=Super confirm | |caption=Super confirm | ||
|caption2=1st hit | |||
|caption3=2nd hit | |||
|caption4=3rd hit | |||
|name=214A | |name=214A | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=13+13+32/1+1+4 | ||
|startup=19 | |||
|active=25-2-2-2 | |active=25-2-2-2 | ||
|recovery=41 | |recovery=41 | ||
Line 593: | Line 897: | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= | |cancel= o/o | ||
|tech= None | |tech= None | ||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=9+9+13/1+1+2 | |||
|startup=19 | |||
|active=25-2-2-2 | |||
|recovery=41 | |||
|state= Any | |||
|frame advantage=KD/-34 | |||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= Air | |||
|description=A tatsu like function with long startup. The last hit will often crossup against a knocked down opponent in the corner. It's super cancelable in power/EX mode (236236AB only combos in power however), so using it as a combo ender while you're at close range can prove to be very punishing. In addition, this move can catch ground techs in the corner, making it a solid tech chasing tool in power mode. Incredibly unsafe on block and easy to stuff on reaction, so it's a terrible tool in neutral. Completely useless in speed/EX. | |description=A tatsu like function with long startup. The last hit will often crossup against a knocked down opponent in the corner. It's super cancelable in power/EX mode (236236AB only combos in power however), so using it as a combo ender while you're at close range can prove to be very punishing. In addition, this move can catch ground techs in the corner, making it a solid tech chasing tool in power mode. Incredibly unsafe on block and easy to stuff on reaction, so it's a terrible tool in neutral. Completely useless in speed/EX. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=LB2_Kaede_qcb+B.png | |image=LB2_Kaede_qcb+B.png | ||
|hitbox=LB2_Kaede_qcb+B.png | |||
|hitbox2=LB2_Kaede_qcb+B2.png | |||
|hitbox3=LB2_Kaede_qcb+B3.png | |||
|hitbox4=LB2_Kaede_qcb+B4.png | |||
|caption=The fabled mid/high mixup | |caption=The fabled mid/high mixup | ||
|caption2=1st hit | |||
|caption3=2nd hit | |||
|caption4=3rd hit (overhead) | |||
|name=214B | |name=214B | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=15+19+35/1+2+4 | ||
|startup=25 | |||
|active=31-2-2-2 | |active=31-2-2-2 | ||
|recovery=38 | |recovery=38 | ||
Line 617: | Line 938: | ||
|meter gain= | |meter gain= | ||
|guard=M/H | |guard=M/H | ||
|cancel= | |cancel= o/o | ||
|tech= None | |tech= None | ||
|description=A slower version of qcb A that ends in an overhead, this is however irrelevant as the only option it's remotely ambiguous to hits mid. Notably you gain enough hit advantage after the launch to OTG from midscreen. This is generally seen as the inferior version of Kaede's tatsu due to being unable to be combo'd into | }} | ||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=11+14+28/1+1+3 | |||
|startup=25 | |||
|active=31-2-2-2 | |||
|recovery=38 | |||
|state= Any | |||
|frame advantage=KD/-31 | |||
|meter gain= | |||
|guard=M/H | |||
|cancel= x/x | |||
|tech= Air | |||
|description=A slower version of qcb A that ends in an overhead, this is however irrelevant as the only option it's remotely ambiguous to hits mid. Notably you gain enough hit advantage after the launch to OTG from midscreen. This is generally seen as the inferior version of Kaede's tatsu due to being unable to be combo'd into normally and even worse in neutral due to the opponent gaining additional options for how they wish to punish you on block due to Kaede jumping at the end and there being a wider gap between the individual hits. | |||
*It can combo from a dashing B attack vs a crouching cornered opponent (and standing Okina) if the B hits as close as possible. Also possible to combo from 5B if 5B’s 2nd hitbox hits an opponent from behind. | |||
}} | }} | ||
}} | }} | ||
'''Shinmei Oite''' - 236A/B (in air) | '''Shinmei Oite''' - 236A/B (in air) | ||
Line 637: | Line 966: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|version=Power | |||
|damage= | |damage= | ||
|startup= | |startup= | ||
Line 642: | Line 972: | ||
|recovery= | |recovery= | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=N/A | ||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage=N/A | |||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
Line 656: | Line 1,000: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|version=Power | |||
|damage= | |damage= | ||
|startup= | |startup= | ||
Line 661: | Line 1,006: | ||
|recovery= | |recovery= | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=N/A | ||
|meter gain= | |||
|guard=M | |||
|cancel= x/x | |||
|tech= Air | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage=N/A | |||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
Line 669: | Line 1,028: | ||
}} | }} | ||
}} | }} | ||
'''East Wind Wallop''' - 214C | '''East Wind Wallop''' - 214C | ||
Line 678: | Line 1,036: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|version=Power | |||
|damage=N/A | |damage=N/A | ||
|startup=N/A | |startup=N/A | ||
Line 688: | Line 1,047: | ||
|cancel= N/A | |cancel= N/A | ||
|tech= N/A | |tech= N/A | ||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=N/A | |||
|startup=N/A | |||
|active=N/A | |||
|recovery=36 | |||
|state= Any | |||
|frame advantage=N/A | |||
|meter gain= | |||
|guard=N/A | |||
|cancel=N/A | |||
|tech=N/A | |||
|description=A roll which can crossup the opponent, even in the corner. Notably doesn't provide any invincibility, rather shortening Kaede's hurtbox. Very reactable, and can often be punished with a full combo if the opponent is aware of it, as such it is not a very useful pressure tool in either mode against players with matchup experience. However, due to the fast travel speed during the move's duration it can have use to side switch while your back is near the corner if you know the opponent will hop/jump, or counter-intuitively get you close enough to an opponent that you will be able to punish select moves on hit. Moves slightly farther ahead in speed/EX mode. | |description=A roll which can crossup the opponent, even in the corner. Notably doesn't provide any invincibility, rather shortening Kaede's hurtbox. Very reactable, and can often be punished with a full combo if the opponent is aware of it, as such it is not a very useful pressure tool in either mode against players with matchup experience. However, due to the fast travel speed during the move's duration it can have use to side switch while your back is near the corner if you know the opponent will hop/jump, or counter-intuitively get you close enough to an opponent that you will be able to punish select moves on hit. Moves slightly farther ahead in speed/EX mode. | ||
Note that no move in Kaede's kit can be canceled safely into this move on block, and as such it is ill-advised to use as a pressure tool. | Note that no move in Kaede's kit can be canceled safely into this move on block, and as such it is ill-advised to use as a pressure tool. | ||
}} | }} | ||
}} | }} | ||
'''Ittou Raitei''' - 7/8/9CD (in air) | '''Ittou Raitei''' - 7/8/9CD (in air) | ||
Line 702: | Line 1,073: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|version=Power | |||
|damage= | |damage= | ||
|startup= | |startup=1 | ||
|active=N/A | |active=N/A | ||
|recovery= | |recovery= | ||
|state= Air | |state= Air | ||
|frame advantage= | |frame advantage= -6 | ||
|meter gain= | |||
|guard=N/A | |||
|cancel= x/x | |||
|tech= None | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= | |||
|startup=1 | |||
|active=N/A | |||
|recovery= | |||
|state= Air | |||
|frame advantage= -6 | |||
|meter gain= | |meter gain= | ||
|guard=N/A | |guard=N/A | ||
|cancel= x/x | |cancel= x/x | ||
|tech= None | |tech= None | ||
|description=A simple air-throw. | |description=A simple air-throw. Fairly poor anti-air priority. Its primary use is as a combo tool, due to being possible to "rejump" into from certain setups or even use as an OTG due to a bug. Is part of Kaede's optimal meterless command grab confirms in all three modes. You are actually -6 when this connects, and in some matchups you can be punished for using it. | ||
}} | }} | ||
}} | }} | ||
'''Morning Star Storm Blast''' - 41236C (in close) | '''Morning Star Storm Blast''' - 41236C (in close) | ||
Line 724: | Line 1,109: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=14 | ||
|startup=1 | |||
|active=N/A | |active=N/A | ||
|recovery=34 | |recovery=34 | ||
Line 734: | Line 1,120: | ||
|cancel= x/x | |cancel= x/x | ||
|tech= Ground | |tech= Ground | ||
|description=A very fast and rewarding command grab. Relatively fast animation on whiff, but still punishable on reaction and has the same range as a regular throw. A cornerstone of Kaede's mixup game in all modes, due to his lackluster high/low opportunities. Learning to cancel into this move off a dash is invaluable, as it's a very fast but rewarding whiff punish for many long range pokes and supers. Note that although the launch is untechable, it will only cause a soft knockdown if you don't follow up. | }} | ||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=13 | |||
|startup=1 | |||
|active=N/A | |||
|recovery=34 | |||
|state= Any | |||
|frame advantage=Launch | |||
|meter gain= | |||
|guard=N/A | |||
|cancel= x/x | |||
|tech= Ground | |||
|description=A very fast and rewarding command grab that leads to juggles. Relatively fast animation on whiff, but still punishable on reaction and has the same range as a regular throw. A cornerstone of Kaede's mixup game in all modes, due to his lackluster high/low opportunities. Learning to cancel into this move off a dash is invaluable, as it's a very fast but rewarding whiff punish for many long range pokes and supers. Note that although the launch is untechable, it will only cause a soft knockdown if you don't follow up. | |||
}} | }} | ||
}} | }} | ||
==Desperation Moves== | ==Desperation Moves== | ||
'''Morning Star Pounce - | '''Morning Star Pounce - 2146AB | ||
{{MoveData | {{MoveData | ||
|image=LB2_Kaede_qcb+df+f+AB.png | |image=LB2_Kaede_qcb+df+f+AB.png | ||
|caption=Hit me, I dare you! | |caption=Hit me, I dare you! | ||
|name= | |name=2146AB | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|version=Power | |||
|damage= | |damage= | ||
|startup= | |startup= | ||
Line 757: | Line 1,157: | ||
|cancel= x/x | |cancel= x/x | ||
|tech= Ground | |tech= Ground | ||
|description=A very high priority projectile which leads to very high damage. This super does about what you'd expect, with the most noteworthy thing being that it's air blockable (however, it's still very advantageous upon the opponent doing so). Punishable on block, but usually not with a full combo unless the opponent did so at close range, as such it becomes a very useful neutral tool to check the opponent with while in desperation. If the opponent trades with this move, the projectile will still play through the entire animation, allowing for some very flashy juggles off of it. Notably does more damage than 236236AB if all hits land, so midscreen it's ideal for command grab conversions. | }} | ||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain=0 | |||
|guard=M | |||
|cancel= x/x | |||
|tech= Ground | |||
|description=A very high priority projectile which leads to very high damage. This super does about what you'd expect, with the most noteworthy thing being that it's air blockable (however, it's still very advantageous upon the opponent doing so). Punishable on block, but usually not with a full combo unless the opponent did so at close range, as such it becomes a very useful neutral tool to check the opponent with while in desperation. If the opponent trades with this move, the projectile will still play through the entire animation, allowing for some very flashy juggles off of it. Notably does more damage than 236236AB if all hits land, so midscreen it's ideal for command grab conversions. You can delay the dm by holding A+B | |||
}} | }} | ||
}} | }} | ||
Line 768: | Line 1,182: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version=Power | ||
|startup= | |damage=90/11 | ||
|startup=23-63 | |||
|active=2 | |||
|recovery=50 | |||
|state= Any | |||
|frame advantage=KD/-42 | |||
|meter gain= 0 | |||
|guard=M | |||
|cancel= x/x | |||
|tech= Ground | |||
}} | |||
{{AttackData-LB2 | |||
|header=no | |||
|version=Speed | |||
|damage=75/9 | |||
|startup=31-71 | |||
|active=2 | |active=2 | ||
|recovery=50 | |recovery=50 | ||
Line 778: | Line 1,207: | ||
|cancel= x/x | |cancel= x/x | ||
|tech= Ground | |tech= Ground | ||
|description=A massive slash forward with a deceptively short hitbox (virtually no anti-air presence, this ain't captain sword), and a noticeable amount of hurtbox extension. In power mode it's a great confirm off of 214A or 6C, and can also be used as a committal read against fireballs. Due to being a single hit, you can also use this move to deal a massive burst of damage to armored opponents without fear of counter-attack if it will kill (which is particularly useful in the Juzoh matchup, where he would normally run through your projectile super). In speed/EX this move becomes significantly slower, and as such is only really used to combo off a fandango in the corner when in desperation. | |description=A massive slash forward with a deceptively short hitbox (virtually no anti-air presence, this ain't captain sword), and a noticeable amount of hurtbox extension. In power mode it's a great confirm off of 214A or 6C, and can also be used as a committal read against fireballs. Due to being a single hit, you can also use this move to deal a massive burst of damage to armored opponents without fear of counter-attack if it will kill (which is particularly useful in the Juzoh matchup, where he would normally run through your projectile super). In speed/EX this move becomes significantly slower, and as such is only really used to combo off a fandango in the corner when in desperation. Can be delayed by holding A+B, and doing so is needed for some combos. | ||
}} | }} | ||
}} | }} | ||
Line 807: | Line 1,236: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Kaede_qcf+qcf+B.png | |image=LB2_Kaede_qcf+qcf+B.png | ||
|caption= | |caption= Comeback time | ||
|name=236236B | |name=236236B | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=141 | |damage=141/1 | ||
|startup= | |startup=16-56 | ||
|active=10 | |active=10 | ||
|recovery=16 | |recovery=16 | ||
Line 821: | Line 1,250: | ||
|cancel= x/x | |cancel= x/x | ||
|tech= Ground | |tech= Ground | ||
|description=A short range, cinematic super. Unsafe on block and difficult to confirm due to pushback, as well as having relatively average base damage compared to other SDMs. But this super scales incredibly well, and can often end up being the optimal conversion | |description=A short range, cinematic super. Unsafe on block and difficult to confirm due to pushback, as well as having relatively average base damage compared to other SDMs. But this super scales incredibly well, and can often end up being the optimal conversion of most starters regardless. Combos from anything cancelable in range, notably 5A at almost its max range. | ||
*To combo this from 5A input it as 236AB/236AC ~236B. Using 236AB or AC prevents a special from coming out so it gives you 5A 236236B smoothly. It’s not impossible to connect from 5A without buffering but it is very difficult. | |||
* Your opponent can ground tech after this connects, making it -47. If your opponent is in speed/ex and has full meter they can ground tech and fandango, forcing you to chose between high and low block. Deflecting the fandango is not possible here. Kaede is technically invincible during this time, but when his hurtboxes reappear he can only block or start a jump. Every character can guarantee a throw here at the very least. Juzoh, Mukuro, Kaede (with meter or desperation), Hibiki and Zantetsu (with sdm on deck) can kill you outright as there is no way for Kaede to escape. Due to this it may be best to only use this when you are certain it will take the round, or if your opponent doesn’t know this. | |||
*2323B is also accepted by the game as an input for this sdm. | |||
}} | }} | ||
}} | }} | ||
Line 829: | Line 1,261: | ||
* 4A(x3), 5A, 623B(x2) | * 4A(x3), 5A, 623B(x2) | ||
* 41236C, j.CD | * 41236C, j.CD | ||
* 41236C, j.B, j.CD | * 41236C, j.B, j.CD in or near a corner | ||
: Optimized version of the combo above. Land after j.B and then jump into the opponent quickly to throw | : Optimized version of the combo above. Land after j.B and then jump into the opponent quickly to throw | ||
* Dash A/B, | * Dash A/B, 236x/214A/623Bx2 | ||
* j.B, 5B, 623B(x2) | * j.B, 5B, 623B(x2) | ||
* 41236C, 623B(x2) | * 41236C, 623B(x2) | ||
Line 845: | Line 1,277: | ||
: More damage than previous combo, but requires you to be closer. | : More damage than previous combo, but requires you to be closer. | ||
* Dash A/B, 214A (2 hits), 236236AB | * Dash A/B, 214A (2 hits), 236236AB | ||
* 4A 5A 214A 236236AB works from point blank | |||
* j.B, 6C, 21416B | * j.B, 6C, 21416B | ||
* 4A(x3), 6C, | * 4A(x3) 6C, 236236AB | ||
* 4A(x3) 6C 214C 623Bx2. Works from more than half screen. | |||
* 6C 214C 5A jCD. For style | |||
* 4A(x2/3) 5A 236236B. Input this as 4Ax2/3 236A+B (or 236A+C) ~236B. This makes comboing the sdm much easier. It’s not impossible to connect without buffering, but it’s very difficult. | |||
===EX Mode Only=== | ===EX Mode Only=== | ||
* | * 5A 5B 5A 5B 236236B | ||
* 2C 236236B | |||
* 4A (link)5A 5B 2C 236236B | |||
===Power and EX Mode=== | ===Power and EX Mode=== | ||
Line 857: | Line 1,295: | ||
* Dash A/B, 236236B | * Dash A/B, 236236B | ||
* j.B, 5B, 236236B | * j.B, 5B, 236236B | ||
* 5B 214B (2 hits) 236236AB or 2146AB. This works if you hit with 5B’s 2nd hitbox from behind a grounded opponent, do 214B in the direction kaede is facing. You can aim for this after an anti air deflect and guard cancel by running under the opponent and hitting B, or on an opponents wake up. It’s not very practical but it is possible. You need desperation status to connect a dm here after a guard cancel | |||
*Dashing B 214B (2 hits) 236236AB. Only works on crouching opponents in a corner and the dashing attack must hit as close as possible. Works on standing Okina in a corner as well. | |||
===Speed and EX Mode=== | ===Speed and EX Mode=== | ||
Line 862: | Line 1,302: | ||
* j.B, 4A 5A 5A 5B 6C, 3B | * j.B, 4A 5A 5A 5B 6C, 3B | ||
* j.B, 5A 5B, 5A 5A 2B 6B | * j.B, 5A 5B, 5A 5A 2B 6B | ||
* Dash A/B | * 5A 2A 5B 214A | ||
* Dash A/B 2B 236B | |||
* Dash A/B 5B, 214A | * Dash A/B 5B, 214A | ||
* Dash A/B 5B BC, 623B(x2) | * Dash A/B 5B BC, 623B(x2) corner | ||
* j.B, 4A 5A 5A 5B, 236B | * j.B, 4A 5A 5A 5B, 236B | ||
* 41236C, 22A/B, A + B + C + A + B + C + | * 5A 5B 2C 623Bx2 | ||
* 5A 5B 5A 5B 6B/236B bnb | |||
* 5A 5B 5A 5B 5A 6B | |||
* 5A 5B 5A 5B 5A 6C dash otg 3B/5C | |||
* 4A 5A 5B 5A 5A 2B 6B. The first 5A is a link from 4A. Ending with 2B 236B gives the same damage as 6B. Optimized speed/ex bnb for damage | |||
* 5A 5B 5A 5B BC 623Bx2 corner | |||
* jB micro-dash 4A 5A 5A 2B BC 623A 623B 3B/5C otg. Corner. If only the 2nd hit of 623A connects you can juggle after with 623B. Against big bodies you can connect 623Bx2. Other routes work for this, but this is a stable one. Vs. non big bodies 623Ax2 is more consistent. | |||
* 41236C 623Bx2, 623Bx2 9CD or otg 3B/5C. Mid screen. first 623B needs to hit the opponent as high as possible. | |||
* 41236C, 22A/B, A + B + C + A + B + C + C + B + 236A Kaede's best route both in and out of desperation. | |||
* 41236C, 22A/B, A + B + C + 2C + A + 2C + 6BC, 2146AB (Delay 2146AB ever so slightly so all the hits connect. Swap 2146AB for 236236AB in the corner. 130 and 119 respectively.) | * 41236C, 22A/B, A + B + C + 2C + A + 2C + 6BC, 2146AB (Delay 2146AB ever so slightly so all the hits connect. Swap 2146AB for 236236AB in the corner. 130 and 119 respectively.) | ||
* 22A/B, A + B + C + 2C + 2A + 2C + 6BC, 214C, 5A, jCD. Midscreen For style | |||
===Super Speed Combos=== | ===Super Speed Combos=== |
Latest revision as of 04:17, 17 April 2024
Overview
Serving as the "shoto" of the roster, Kaede is a fairly well-rounded character with minimal execution barriers. Primarily aiming to fight at mid to close range and built to bait deflects. He's easily the best in Power mode. However, his Speed mode does have some unique advantages.
Strengths | Weaknesses |
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Strengths | Weaknesses |
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Strengths | Weaknesses |
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Strategy
For the majority of matchups, you'll be attempting to poke out the opponent at mid range until you find a chance to get a hop, at which point you can begin baiting deflects and fishing for his incredibly rewarding command grab. Although his mixups are fairly linear and often reactable, Kaede can steal the opponent's turn surprisingly easily even in power mode. This allows him to go on the offensive while still maintaining access to high damage pokes and whiff punishes. Although his long range presence is not particularly strong, he has access to both a fireball and some strong (and frankly underrated) options from dashing in. Put this in tandem with the unique properties of his air-fireball, and Kaede can effectively threaten the opponent from any range. In speed mode, Kaede can bank a lot harder on his pressure, gaining access to a pair of fast overheads and becoming even better at baiting deflects. This makes his command grab all the more threatening, especially when you consider that in speed he can confirm fandangos off of it. However, the majority of Kaede's confirms become weaker in speed, and he generally trades less favorably with most normals (a huge weakness given that Kaede has significant hurtbox extension on his more commital pokes). In either mode, Kaede's disadvantage state is disproportionately strong. This is because he has access to a high-priority jab, standing A reaches relatively far compared to most 4f jabs, and during tech chase situations he has access to two different air fireballs as well as a fast high priority jumping normal. This allows him to viably air tech against the majority of the roster, as he will often force a favorable trade and get the opponent off of him.
Normals
Standing
5A
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4A
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5B
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6B
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5C
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6C
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BC(Power)
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BC(Speed/EX)
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3B
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Crouching
2A
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2B
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2C
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3C
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Air
j.A
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j.B
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j.C
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Dashing
Dashing High
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Dashing Low
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Speed chain
5A>A
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5A>B
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5A>B>C
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- All moves in this section are exclusive to speed/EX mode
Special Moves
Morning Star Squall - 236A/B
236A |
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236B |
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Morning Star Wind Fang - 623A/B
623A
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623B
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Morning Star Fillet Flash = 214A/B
214A
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214B
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Shinmei Oite - 236A/B (in air)
j.236A |
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j.236B |
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East Wind Wallop - 214C
214C |
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Ittou Raitei - 7/8/9CD (in air)
j.CD |
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Morning Star Storm Blast - 41236C (in close)
41236C |
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Desperation Moves
Morning Star Pounce - 2146AB
2146AB |
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Morning Star Revival - 236236AB
236236AB |
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Super Desperation Moves
Lively "Bad Dragon Rising" - 21416B
21416B |
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Morning Star Lance - 236236B
236236B |
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Combos
Any Mode
- 4A(x3), 5A, 623B(x2)
- 41236C, j.CD
- 41236C, j.B, j.CD in or near a corner
- Optimized version of the combo above. Land after j.B and then jump into the opponent quickly to throw
- Dash A/B, 236x/214A/623Bx2
- j.B, 5B, 623B(x2)
- 41236C, 623B(x2)
- 41236C, 21416AB (midscreen)
- j.C, j.236A
- Big bodies and standing opponents only
Power Mode Only
- 41236C, 236236AB
- Optimal in corner compared to 21416AB. Hold the super slightly.
- j.B, 5B, 236236AB
- j.B, 5B, 214A (2 hits), 236236AB
- More damage than previous combo, but requires you to be closer.
- Dash A/B, 214A (2 hits), 236236AB
- 4A 5A 214A 236236AB works from point blank
- j.B, 6C, 21416B
- 4A(x3) 6C, 236236AB
- 4A(x3) 6C 214C 623Bx2. Works from more than half screen.
- 6C 214C 5A jCD. For style
- 4A(x2/3) 5A 236236B. Input this as 4Ax2/3 236A+B (or 236A+C) ~236B. This makes comboing the sdm much easier. It’s not impossible to connect without buffering, but it’s very difficult.
EX Mode Only
- 5A 5B 5A 5B 236236B
- 2C 236236B
- 4A (link)5A 5B 2C 236236B
Power and EX Mode
- 41236C, 21416B
- Does less damage than meterless confirms in the corner
- 5A, 236236B
- Dash A/B, 236236B
- j.B, 5B, 236236B
- 5B 214B (2 hits) 236236AB or 2146AB. This works if you hit with 5B’s 2nd hitbox from behind a grounded opponent, do 214B in the direction kaede is facing. You can aim for this after an anti air deflect and guard cancel by running under the opponent and hitting B, or on an opponents wake up. It’s not very practical but it is possible. You need desperation status to connect a dm here after a guard cancel
- Dashing B 214B (2 hits) 236236AB. Only works on crouching opponents in a corner and the dashing attack must hit as close as possible. Works on standing Okina in a corner as well.
Speed and EX Mode
- j.B, 5A 5B 5C
- j.B, 4A 5A 5A 5B 6C, 3B
- j.B, 5A 5B, 5A 5A 2B 6B
- 5A 2A 5B 214A
- Dash A/B 2B 236B
- Dash A/B 5B, 214A
- Dash A/B 5B BC, 623B(x2) corner
- j.B, 4A 5A 5A 5B, 236B
- 5A 5B 2C 623Bx2
- 5A 5B 5A 5B 6B/236B bnb
- 5A 5B 5A 5B 5A 6B
- 5A 5B 5A 5B 5A 6C dash otg 3B/5C
- 4A 5A 5B 5A 5A 2B 6B. The first 5A is a link from 4A. Ending with 2B 236B gives the same damage as 6B. Optimized speed/ex bnb for damage
- 5A 5B 5A 5B BC 623Bx2 corner
- jB micro-dash 4A 5A 5A 2B BC 623A 623B 3B/5C otg. Corner. If only the 2nd hit of 623A connects you can juggle after with 623B. Against big bodies you can connect 623Bx2. Other routes work for this, but this is a stable one. Vs. non big bodies 623Ax2 is more consistent.
- 41236C 623Bx2, 623Bx2 9CD or otg 3B/5C. Mid screen. first 623B needs to hit the opponent as high as possible.
- 41236C, 22A/B, A + B + C + A + B + C + C + B + 236A Kaede's best route both in and out of desperation.
- 41236C, 22A/B, A + B + C + 2C + A + 2C + 6BC, 2146AB (Delay 2146AB ever so slightly so all the hits connect. Swap 2146AB for 236236AB in the corner. 130 and 119 respectively.)
- 22A/B, A + B + C + 2C + 2A + 2C + 6BC, 214C, 5A, jCD. Midscreen For style
Super Speed Combos
- A + B + C + A + B + C + A + B + 236C
- A + B + C + A + B + C + C + B + 236A
- A + B + C + 2C + A + 2C + 6BC
- A + B + C + 2C + A + BC + A + 236B