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The Last Blade 2/Hyo Amano: Difference between revisions
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→Normals: Fixing frame data tables |
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(31 intermediate revisions by 3 users not shown) | |||
Line 11: | Line 11: | ||
|version= Power | |version= Power | ||
|damage= 12/1 | |damage= 12/1 | ||
|startup= | |startup= 8 | ||
|active= 1 | |active= 1 | ||
|recovery= 14 | |recovery= 14 | ||
Line 25: | Line 25: | ||
|version= Speed | |version= Speed | ||
|damage= 8/0 | |damage= 8/0 | ||
|startup= | |startup= 8 | ||
|active= 1 | |active= 1 | ||
|recovery= 14 | |recovery= 14 | ||
Line 45: | Line 45: | ||
|version= Power | |version= Power | ||
|damage= 12/1 | |damage= 12/1 | ||
|startup= | |startup= 4 | ||
|active= 1 | |active= 1 | ||
|recovery= 13 | |recovery= 13 | ||
Line 59: | Line 59: | ||
|version= Speed | |version= Speed | ||
|damage= 8/0 | |damage= 8/0 | ||
|startup= | |startup= 4 | ||
|active= 1 | |active= 1 | ||
|recovery= 13 | |recovery= 13 | ||
Line 79: | Line 79: | ||
|version= Power | |version= Power | ||
|damage= 40/5 | |damage= 40/5 | ||
|startup= | |startup= 20 | ||
|active= 2 | |active= 2 | ||
|recovery= 47 | |recovery= 47 | ||
Line 93: | Line 93: | ||
|version= Speed | |version= Speed | ||
|damage= 22/0 | |damage= 22/0 | ||
|startup= | |startup= 17 | ||
|active= 2 | |active= 2 | ||
|recovery= 47 | |recovery= 47 | ||
Line 113: | Line 113: | ||
|version= Power | |version= Power | ||
|damage= 40/4 | |damage= 40/4 | ||
|startup= | |startup= 26 | ||
|active= | |active= | ||
|recovery= 28 | |recovery= 28 | ||
Line 127: | Line 127: | ||
|version= Speed | |version= Speed | ||
|damage= 22/0 | |damage= 22/0 | ||
|startup= | |startup= 21 | ||
|active= | |active= | ||
|recovery= 28 | |recovery= 28 | ||
Line 147: | Line 147: | ||
|version= Power | |version= Power | ||
|damage= 40/4 | |damage= 40/4 | ||
|startup= | |startup= 20 | ||
|active= | |active= | ||
|recovery= 28 | |recovery= 28 | ||
Line 161: | Line 161: | ||
|version= Speed | |version= Speed | ||
|damage= 22/0 | |damage= 22/0 | ||
|startup= | |startup= 17 | ||
|active= | |active= | ||
|recovery= 28 | |recovery= 28 | ||
Line 183: | Line 183: | ||
|version= Power | |version= Power | ||
|damage= 13+50/1+6 | |damage= 13+50/1+6 | ||
|startup= | |startup= 8 | ||
|active= 2-(22)-2 | |active= 2-(22)-2 | ||
|recovery= 44 | |recovery= 44 | ||
Line 197: | Line 197: | ||
|version= Speed | |version= Speed | ||
|damage= 7+19/0+0 | |damage= 7+19/0+0 | ||
|startup= | |startup= 4 | ||
|active= 1-(22)-2 | |active= 1-(22)-2 | ||
|recovery= 44 | |recovery= 44 | ||
Line 217: | Line 217: | ||
|version= Power | |version= Power | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= | |startup= 5 | ||
|active= 2 | |active= 2 | ||
|recovery= 17 | |recovery= 17 | ||
Line 231: | Line 231: | ||
|version= Speed | |version= Speed | ||
|damage= 11/0 | |damage= 11/0 | ||
|startup= | |startup= 5 | ||
|active= 2 | |active= 2 | ||
|recovery= 17 | |recovery= 17 | ||
Line 251: | Line 251: | ||
|version= Power | |version= Power | ||
|damage= 19/2 | |damage= 19/2 | ||
|startup= | |startup= 8 | ||
|active= 3 | |active= 3 | ||
|recovery= 26 | |recovery= 26 | ||
Line 265: | Line 265: | ||
|version= Speed | |version= Speed | ||
|damage= 16/0 | |damage= 16/0 | ||
|startup= | |startup= 8 | ||
|active= 3 | |active= 3 | ||
|recovery= 26 | |recovery= 26 | ||
Line 284: | Line 284: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 61 | |damage= 61 | ||
|startup= | |startup= 60~80 | ||
|active= 2 | |active= 2 | ||
|recovery= 48 | |recovery= 48 | ||
Line 303: | Line 303: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 19/0 | |damage= 19/0 | ||
|startup= | |startup= 23 | ||
|active= 3 | |active= 3 | ||
|recovery= 23 | |recovery= 23 | ||
Line 323: | Line 323: | ||
|version= Power | |version= Power | ||
|damage= 21~27/3 | |damage= 21~27/3 | ||
|startup= | |startup= 9~99 | ||
|active= 12 | |active= 12 | ||
|recovery= 15 | |recovery= 15 | ||
Line 337: | Line 337: | ||
|version= Speed | |version= Speed | ||
|damage= 21~23/0 | |damage= 21~23/0 | ||
|startup= | |startup= 9~99 | ||
|active= 12 | |active= 12 | ||
|recovery= 15 | |recovery= 15 | ||
Line 359: | Line 359: | ||
|version= Power | |version= Power | ||
|damage= 10/1 | |damage= 10/1 | ||
|startup= | |startup= 4 | ||
|active= 1 | |active= 1 | ||
|recovery= 20 | |recovery= 20 | ||
Line 373: | Line 373: | ||
|version= Speed | |version= Speed | ||
|damage= 9/0 | |damage= 9/0 | ||
|startup= | |startup= 4 | ||
|active= 1 | |active= 1 | ||
|recovery= 20 | |recovery= 20 | ||
Line 382: | Line 382: | ||
|cancel= O/O | |cancel= O/O | ||
|tech= N/A | |tech= N/A | ||
|description=A fast low that cancels into itself and leads to good damage with or without meter. With its low pushback, it can easily lead into itself or a command grab on block. Serves as the meat of Amano's blockstrings in power, as most characters need a read and good execution in order to do anything besides deflecting out of your pressure. Not quite as strong in speed/EX, but still very practical as a mixup even compared to its chain counterpart. In all modes, this is your go to punish tool at close range, and learning to combo off of it is critical to your success with the character. | |description=A fast low that cancels into itself and leads to good damage with or without meter. With its low pushback, it can easily lead into itself or a command grab on block. Serves as the meat of Amano's blockstrings in power, as most characters need a read and good execution in order to do anything besides deflecting out of your pressure. Not quite as strong in speed/EX, but still very practical as a mixup even compared to its chain counterpart. In all modes, this is your go to punish tool at close range, and learning to combo off of it is critical to your success with the character. The window to cancel into another 2A is between frames 8 - 11 (frames 19-22 including hitstop) On block if you cancel into the next 2A at the fastest timing, you are safe to counter attacks that are 4f or more. | ||
}} | }} | ||
}} | }} | ||
Line 395: | Line 395: | ||
|version= Power | |version= Power | ||
|damage= 8+24/1+1 | |damage= 8+24/1+1 | ||
|startup= | |startup= 15 | ||
|active= 2-2 | |active= 2-2 | ||
|recovery= 21 | |recovery= 21 | ||
Line 409: | Line 409: | ||
|version= Speed | |version= Speed | ||
|damage= 7+19/0+0 | |damage= 7+19/0+0 | ||
|startup= | |startup= 15 | ||
|active= 2-2 | |active= 2-2 | ||
|recovery= 21 | |recovery= 21 | ||
Line 429: | Line 429: | ||
|version= Power | |version= Power | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= | |startup= 9 | ||
|active= 3 | |active= 3 | ||
|recovery= 13 | |recovery= 13 | ||
Line 443: | Line 443: | ||
|version= Speed | |version= Speed | ||
|damage= 11/0 | |damage= 11/0 | ||
|startup= | |startup= 9 | ||
|active= 3 | |active= 3 | ||
|recovery= 13 | |recovery= 13 | ||
Line 463: | Line 463: | ||
|version= Power | |version= Power | ||
|damage= 24/3 | |damage= 24/3 | ||
|startup= | |startup= 12 | ||
|active= 16 | |active= 16 | ||
|recovery= 20 | |recovery= 20 | ||
Line 477: | Line 477: | ||
|version= Speed | |version= Speed | ||
|damage= 19/0 | |damage= 19/0 | ||
|startup= | |startup= 12 | ||
|active= 16 | |active= 16 | ||
|recovery= 20 | |recovery= 20 | ||
Line 501: | Line 501: | ||
|version= Power | |version= Power | ||
|damage= 10/1 | |damage= 10/1 | ||
|startup= | |startup= 4 | ||
|active= 4 | |active= 4 | ||
|recovery= N/A | |recovery= N/A | ||
Line 515: | Line 515: | ||
|version= Speed | |version= Speed | ||
|damage= 9/0 | |damage= 9/0 | ||
|startup= | |startup= 4 | ||
|active= 4 | |active= 4 | ||
|recovery= N/A | |recovery= N/A | ||
Line 535: | Line 535: | ||
|version= Power | |version= Power | ||
|damage= 43/5 | |damage= 43/5 | ||
|startup= | |startup= 15 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
Line 549: | Line 549: | ||
|version= Speed | |version= Speed | ||
|damage= 16/0 | |damage= 16/0 | ||
|startup= | |startup= 15 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
Line 570: | Line 570: | ||
|version= Power | |version= Power | ||
|damage= 18/2 | |damage= 18/2 | ||
|startup= | |startup= 4 | ||
|active= 12 | |active= 12 | ||
|recovery= N/A | |recovery= N/A | ||
Line 584: | Line 584: | ||
|version= Speed | |version= Speed | ||
|damage= 13/0 | |damage= 13/0 | ||
|startup= | |startup= 4 | ||
|active= 12 | |active= 12 | ||
|recovery= N/A | |recovery= N/A | ||
Line 606: | Line 606: | ||
|version= Power | |version= Power | ||
|damage= 26/3 | |damage= 26/3 | ||
|startup= | |startup= 16 | ||
|active= 2 | |active= 2 | ||
|recovery= 15 | |recovery= 15 | ||
Line 620: | Line 620: | ||
|version= Speed | |version= Speed | ||
|damage= 19/0 | |damage= 19/0 | ||
|startup= | |startup= 16 | ||
|active= 2 | |active= 2 | ||
|recovery= 15 | |recovery= 15 | ||
Line 629: | Line 629: | ||
|cancel= O/O | |cancel= O/O | ||
|tech= | |tech= | ||
|description= A sluggish dashing normal with a great disjoint that can catch a lot of people pushing buttons. Leads to some damage at close range, but is unsafe at block in that range. Unlike most 6[6]A/B's, this move cannot start a speed chain, severely limiting the move's applications in speed/EX mode. Although this move is great in isolation, dash hop jC is almost objectively better at everything this move does. | |description= A sluggish dashing normal with a great disjoint that can catch a lot of people pushing buttons. Leads to some damage at close range, but is unsafe at block in that range. Unlike most 6[6]A/B's, this move cannot start a speed chain, severely limiting the move's applications in speed/EX mode. Although this move is great in isolation, dash hop jC is almost objectively better at everything this move does. Lots of plus frames on hit, making comboing after it fairly simple. | ||
}} | }} | ||
}} | }} | ||
Line 640: | Line 640: | ||
|version= Power | |version= Power | ||
|damage= 23/6 | |damage= 23/6 | ||
|startup= | |startup= 10 | ||
|active= 8 | |active= 8 | ||
|recovery= 24 | |recovery= 24 | ||
Line 654: | Line 654: | ||
|version= Speed | |version= Speed | ||
|damage= 19/0 | |damage= 19/0 | ||
|startup= | |startup= 10 | ||
|active= 8 | |active= 8 | ||
|recovery= 24 | |recovery= 24 | ||
Line 675: | Line 675: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 8/0 | |damage= 8/0 | ||
|startup= | |startup= 8 | ||
|active= 1 | |active= 1 | ||
|recovery= 14 | |recovery= 14 | ||
Line 694: | Line 694: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 9/0 | |damage= 9/0 | ||
|startup= | |startup= 4 | ||
|active= 1 | |active= 1 | ||
|recovery= 14 | |recovery= 14 | ||
Line 703: | Line 703: | ||
|cancel= O/O | |cancel= O/O | ||
|tech= | |tech= | ||
|description= Low poke which is relatively safe on block and chains into the rest of your speed combo if needed. 4A>5A>2A will serve the meat of your pressure in speed, as it's difficult for the opponent to contest without opening themselves up to even more punishing mindgames. Links into 2A rather than canceling. Confirms most of the stuff the non-chain 2a can, enabling some incredibly reliable super confirms in EX mode. | |description= Low poke which is relatively safe on block and chains into the rest of your speed combo if needed. 4A>5A>2A will serve the meat of your pressure in speed, as it's difficult for the opponent to contest without opening themselves up to even more punishing mindgames. Links into 2A rather than canceling. Confirms most of the stuff the non-chain 2a can, enabling some incredibly reliable super confirms in EX mode. Note that you input this with 1A or 2A, inputting 3A gives 2A with stand alone properties (self chain) | ||
}} | }} | ||
}} | }} | ||
Line 713: | Line 713: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 22/0 | |damage= 22/0 | ||
|startup= | |startup= 16 | ||
|active= 2 | |active= 2 | ||
|recovery= 47 | |recovery= 47 | ||
Line 732: | Line 732: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 28/0 | |damage= 28/0 | ||
|startup= | |startup= 23 | ||
|active= 7 | |active= 7 | ||
|recovery= 23 | |recovery= 23 | ||
Line 753: | Line 753: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|startup= | |damage= 10+10+18+19/1+1+2+2 | ||
|startup= 9 | |||
|active= 1-1-1-1 | |||
|recovery= 44 | |||
|state= Any | |||
|frame advantage= -/-36 | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 7+7+14+14/1+1+1+1 | |||
|startup= 9 | |||
|active= 1-1-1-1 | |active= 1-1-1-1 | ||
|recovery= 44 | |recovery= 44 | ||
|state= | |state= Any | ||
|frame advantage= -/-36 | |frame advantage= -/-36 | ||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description=A grounded uppercut that can reflect projectiles while also serving as an anti-air. Launches the opponent on hit and does a very solid chunk of damage, making it a prime combo ender after landing a wallbounce. The projectile reflecting property of this move is very situational since it requires a read and Amano is very punishable if you whiff, but it can allow you to immediately win fireball wars in certain matchups despite Amano's lack of a meterless projectile. | |description=A grounded uppercut that can reflect projectiles while also serving as an anti-air. Launches the opponent on hit and does a very solid chunk of damage, making it a prime combo ender after landing a wallbounce. The projectile reflecting property of this move is very situational since it requires a read and Amano is very punishable if you whiff, but it can allow you to immediately win fireball wars in certain matchups despite Amano's lack of a meterless projectile. | ||
Line 774: | Line 789: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage= 19/2 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard= M | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 14/1 | |||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description=A swing with Amano's sake jug, staggering the opponent on hit. Launches the opponent instead if they were previously staggered in the combo. Amano steps back slightly during the startup and the move has decent horizontal range, so it can find use as a frame trap off select normals. Since the opponent is able to reduce the length of the stagger by mashing left and right, more lengthy blockable conversions should not be relied on, making run up 33C a common follow up from this move. | |description=A swing with Amano's sake jug, staggering the opponent on hit. Launches the opponent instead if they were previously staggered in the combo. Amano steps back slightly during the startup and the move has decent horizontal range, so it can find use as a frame trap off select normals. Since the opponent is able to reduce the length of the stagger by mashing left and right, more lengthy blockable conversions should not be relied on, making run up 33C a common follow up from this move. | ||
Line 795: | Line 825: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|startup= | |damage= 8+30/1 | ||
|startup= 10 | |||
|active= 18 | |||
|recovery= 15 | |||
|state= Any | |||
|frame advantage= KD/-23 | |||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 7+23/0 | |||
|startup= 10 | |||
|active= 18 | |active= 18 | ||
|recovery= 15 | |recovery= 15 | ||
|state= | |state= Any | ||
|frame advantage= KD/-23 | |frame advantage= KD/-23 | ||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description=Amano runs forwards, and upon hitting the opponent jabs them with his stick to knock them down as he steps behind them. Cancels into super and does a very solid amount of damage, making this your go-to combo ender. If the opponent blocks the first hit, the second hit will not come out, leaving you punishable but at an awkward spacing for the opponent to combo from. Upon hitting an airborn opponent, the second hit will play out but whiff, enabling some unique midscreen setplay compared to 623C at the cost of damage. Can serve as a decent whiff punish from half screen if the opponent is relying on slow pokes. The input 646A also works for this move. | |description=Amano runs forwards, and upon hitting the opponent jabs them with his stick to knock them down as he steps behind them. Cancels into super and does a very solid amount of damage, making this your go-to combo ender. If the opponent blocks the first hit, the second hit will not come out, leaving you punishable but at an awkward spacing for the opponent to combo from. Upon hitting an airborn opponent, the second hit will play out but whiff, enabling some unique midscreen setplay compared to 623C at the cost of damage. Can serve as a decent whiff punish from half screen if the opponent is relying on slow pokes. The input 646A also works for this move. | ||
Line 815: | Line 860: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|startup= | |damage= 10+46/1 | ||
|startup= 16 | |||
|active= 26 | |||
|recovery= 26 | |||
|state= Any | |||
|frame advantage= KD/-15 | |||
|meter gain= | |||
|guard= M | |||
|cancel= O/O | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 9+33/0 | |||
|startup= 16 | |||
|active= 26 | |active= 26 | ||
|recovery= 26 | |recovery= 26 | ||
|state= | |state= Any | ||
|frame advantage= KD/-15 | |frame advantage= KD/-15 | ||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description=More or less 616A, but with more range and startup. Notably safer on block, but still punishable. The input 646B will also work for this move. | |description=More or less 616A, but with more range and startup, though it’s still quick enough to combo after 2A at max range. Notably safer on block, but still punishable. The input 646B will also work for this move. | ||
}} | }} | ||
}} | }} | ||
Line 836: | Line 896: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|startup= | |damage= 53 | ||
|startup=1 | |||
|active= | |||
|recovery=33 | |||
|state= Any | |||
|frame advantage= KD | |||
|meter gain= | |||
|guard= UB | |||
|cancel= x/x | |||
|tech= | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 36 | |||
|startup= 1 | |||
|active= | |active= | ||
|recovery= | |recovery= | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= KD | ||
|meter gain= | |meter gain= | ||
|guard= UB | |guard= UB | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description=Amano reaches directly in front of him for a command grab. Upon successfully landing, he will proceed to headbutt the opponent and knock them away, dealing a large amount of damage and giving you a very advantageous knockdown near the corner. Can be combo'd into, making it a very strong option off deep jump ins. | |description=Amano reaches directly in front of him for a command grab. Instant in range if the opponent is throwable. Upon successfully landing, he will proceed to headbutt the opponent and knock them away, dealing a large amount of damage and giving you a very advantageous knockdown near the corner. Can also be combo'd into, making it a very strong option off deep jump ins. Recovery frames are when the grab misses | ||
}} | }} | ||
}} | }} | ||
Line 882: | Line 957: | ||
|active= N/A | |active= N/A | ||
|recovery= | |recovery= | ||
|state= | |state= Any | ||
|frame advantage= N/A | |frame advantage= N/A | ||
|meter gain= | |meter gain= | ||
|guard= N/A | |guard= N/A | ||
|cancel= | |cancel= N/A | ||
|tech= | |tech= N/A | ||
|description=After roughly 2 seconds of taunting the opponent, Amano will gain half a bar of meter. Completely useless in neutral, however after killing the opponent with SDM this move can be performed just before the round ends to get some meter back. | |description=After roughly 2 seconds of taunting the opponent, Amano will gain half a bar of meter. Completely useless in neutral, however after killing the opponent with SDM this move can be performed just before the round ends to get some meter back. | ||
}} | }} | ||
Line 907: | Line 982: | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard= M | |guard= M | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description=Amano steps back and charges a massive swing with his scabbard for as long as you hold the button. Upon releasing, this move will do a massive amount of damage based on how long it was charged. Creates some decent mindgames based on when you release the button, however most are not really worth the effort. | |description=Amano steps back and charges a massive swing with his scabbard for as long as you hold the button. Can be canceled entirely by pressing D. Upon releasing, this move will do a massive amount of damage based on how long it was charged. Creates some decent mindgames based on when you release the button, however most are not really worth the effort. | ||
*It’s real use is for meter gain after a 3B otg. 3B 63214B~D | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
LB2_Amano_hcb+B2.png|1st hit | LB2_Amano_hcb+B2.png|1st hit | ||
Line 925: | Line 1,001: | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= UB | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description=*Becomes unblockable if fully charged. | |description=*Becomes unblockable and will stun (in all modes) if fully charged. Acts as another super cancel for him when charged long enough in power/ex | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
LB2_Amano_hcb+B4.png|1st hit | LB2_Amano_hcb+B4.png|1st hit | ||
Line 943: | Line 1,019: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |version= Power | ||
|damage= 32 | |||
|startup= | |startup= | ||
|active= | |active= | ||
Line 953: | Line 1,030: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=A simple counter. Leads to a SSC confirm | }} | ||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= 21 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard= N/A | |||
|cancel= | |||
|tech= | |||
|description=A simple counter that is cancelable when it hits. Leads to a SSC confirm if used vs an air attack making it incredibly strong in speed/EX. Very punishable if whiffed, so this is primarily used to accentuate your pressure if you know the opponent is trying to mash out. Acts as another super cancel for him that works in any mode (complete with the starfield animation in Power/ex) Sdm can be combod after this as well, and is the only way to combo it. This can be mashed out of however. | |||
Since the stagger can be mashed out of on the ground the only guaranteed followups are immediate 33C, 616A, or 623C. When in doubt use 33C, they aren’t escaping an instant command grab. | |||
}} | }} | ||
}} | }} | ||
Line 961: | Line 1,054: | ||
|input=6321463214AB | |input=6321463214AB | ||
|image=LB2_Amano_hcb+hcb+AB.png | |image=LB2_Amano_hcb+hcb+AB.png | ||
|caption= | |caption=Win condition | ||
|name=Checkmate of the Queen | |name=Checkmate of the Queen | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|version= Power | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery= | |||
|state= Any | |||
|frame advantage= | |||
|meter gain= | |||
|guard= H | |||
|cancel= x/x | |||
|tech= None | |||
}} | |||
{{AttackData-LB2 | |||
|header= no | |||
|version= Speed | |||
|damage= | |damage= | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard= H | |guard= H | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= None | ||
|description=Amano throws an explosive projectile at his feet, sending the opponent to the sky after a lengthy multihit. Does a massive amount of damage regardless of when it's used in a combo, making this your go-to combo ender whenever you have meter. Does a solid amount of chip, however the lengthy startup makes it very difficult to force the opponent to block it, so usually it's not worth trying to chip out with it as opposed to attempting mixups. | |description=Amano throws an explosive projectile at his feet, sending the opponent to the sky after a lengthy multihit. Does a massive amount of damage regardless of when it's used in a combo, making this your go-to combo ender whenever you have meter. Does a solid amount of chip, however the lengthy startup makes it very difficult to force the opponent to block it, so usually it's not worth trying to chip out with it as opposed to attempting mixups. | ||
}} | }} | ||
Line 991: | Line 1,099: | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= 0 | ||
|guard= H | |guard= H | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description=Amano launches a fullscreen, air unblockable projectile at an upwards angle. Triggers a cinematic on hit, dealing a massive amount of damage and knocking the opponent down. Due to the slow startup, it requires a very hard read to land and doesn't have | |description=Amano launches a fullscreen, air unblockable projectile at an upwards angle. Triggers a cinematic on hit, dealing a massive amount of damage and knocking the opponent down. Due to the slow startup, it requires a very hard read to land and doesn't have any practical combo routes, so it's highly situational. Both versions can be delayed by holding the button used to activate it. | ||
}} | }} | ||
}} | }} | ||
Line 1,010: | Line 1,118: | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|state= | |state= Any | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= 0 | ||
|guard= H | |guard= H | ||
|cancel= | |cancel= x/x | ||
|tech= | |tech= | ||
|description=Identical to the A version of SDM, except this time the projectile is fired straight ahead. | |description=Identical to the A version of SDM, except this time the projectile is fired straight ahead. | ||
Line 1,022: | Line 1,130: | ||
==Combos== | ==Combos== | ||
===Any Mode=== | ===Any Mode=== | ||
63214C, 33C | |||
2Ax2-4, 616A/B 3B 63214B ~D This is worth learning in any mode | |||
Throw, dash 623C | |||
===Power Mode | ===Power Mode=== | ||
Whatever into 2A 616A/B 6321463214AB. Learn how to do this. 2A links from many buttons and is quick. This is your main damage tool in power mode. | |||
4A, 6C, (dash) 623C | |||
4A, 4A, 2A 616A/B 6321463214AB 3B | |||
BCD dash 4A, 4A, 2A 616A/B 6321463214 3B | |||
===EX Mode Only=== | ===EX Mode Only=== | ||
Any chain combo into 616B 6321463214AB for a ton of damage. Same combos as speed mode otherwise | |||
===Power and EX Mode=== | ===Power and EX Mode=== | ||
2Ax2-4 616A/B 6321463214AB 3B | |||
6321463214A/B 623C 3B. May need to dash before the 623C depending on screen positioning | |||
63214C 6321463214A/B. Stagger from the counter can be mashed out of | |||
===Speed and EX Mode=== | ===Speed and EX Mode=== | ||
4A, 2A, 4A, 5A, 2A, 2B (1) 616B 3B 63214B~D bnb | |||
4A, 2A, 4A, 2A, 5B 616B 3B 63214B~D alternate bnb | |||
BCD, dash then either of the above combos | |||
BCDx2, dash, combo of choice (better damage but more difficult) | |||
63214C 22A/B 5A 5B 5C 5A 5B 5C 5C 5B 236B. Only guaranteed after countering a jump in. | |||
Dash A/B 2B 6B 616A 3B. Corner only for style. 6B 616A is a link. | |||
4A/5A (2A) 5B 22A/B. On hit at point blank this is a true 50/50 fandango setup. 2A can be omitted | |||
BCD 22A/B same as above setup | |||
22B (1) link 4A into combo of choice | |||
===Super Speed Combos=== | ===Super Speed Combos=== | ||
A + B + C + A + B + C + A + B + 236C | A + B + C + A + B + C + A + B + 236C | ||
A + B + C + A + B + C + C + 236B | A + B + C + A + B + C + C + B + 236B | ||
A + B + C + d C + d C + 6BC | A + B + C + d C + d C + 6BC | ||
A + B + C + d C + BC + 236B | A + B + C + d C + BC + 236B |
Latest revision as of 21:03, 29 March 2024
Normals
Standing
5A |
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4A |
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5B |
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4B |
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1BCD or 5BCD |
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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
jA
|
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jB |
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jC |
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Dashing
Dashing high |
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Dashing low |
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Speed chain
5A>5A |
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5A>2A |
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5A>5B |
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5A>B>C |
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Special Moves
Keima's Rage 623C |
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Windmill 214A |
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Piercing Sparrow 616A |
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Piercing Sparrow 616B |
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Domino Toppler 33C |
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Badger Bash Mash A |
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Choujouhatsu 236+Start |
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Destiny 63214B |
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Loudmouth 63214C |
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Desperation Moves
Checkmate of the Queen 6321463214AB |
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Super Desperation Moves
Checkmate of the Rook 6321463214A |
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6321463214B |
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Combos
Any Mode
63214C, 33C 2Ax2-4, 616A/B 3B 63214B ~D This is worth learning in any mode Throw, dash 623C
Power Mode
Whatever into 2A 616A/B 6321463214AB. Learn how to do this. 2A links from many buttons and is quick. This is your main damage tool in power mode. 4A, 6C, (dash) 623C 4A, 4A, 2A 616A/B 6321463214AB 3B BCD dash 4A, 4A, 2A 616A/B 6321463214 3B
EX Mode Only
Any chain combo into 616B 6321463214AB for a ton of damage. Same combos as speed mode otherwise
Power and EX Mode
2Ax2-4 616A/B 6321463214AB 3B 6321463214A/B 623C 3B. May need to dash before the 623C depending on screen positioning 63214C 6321463214A/B. Stagger from the counter can be mashed out of
Speed and EX Mode
4A, 2A, 4A, 5A, 2A, 2B (1) 616B 3B 63214B~D bnb 4A, 2A, 4A, 2A, 5B 616B 3B 63214B~D alternate bnb BCD, dash then either of the above combos BCDx2, dash, combo of choice (better damage but more difficult) 63214C 22A/B 5A 5B 5C 5A 5B 5C 5C 5B 236B. Only guaranteed after countering a jump in. Dash A/B 2B 6B 616A 3B. Corner only for style. 6B 616A is a link. 4A/5A (2A) 5B 22A/B. On hit at point blank this is a true 50/50 fandango setup. 2A can be omitted BCD 22A/B same as above setup 22B (1) link 4A into combo of choice
Super Speed Combos
A + B + C + A + B + C + A + B + 236C A + B + C + A + B + C + C + B + 236B A + B + C + d C + d C + 6BC A + B + C + d C + BC + 236B
descriptions about each speed combo routes, dont know about any detail or form around these sections.
1. H, H, H, H, H, H, H, H, H, H, H, H. As all universal routes are, this is worst one by far. don't use this. does only 115 damage and they can block all by standing.
2. H, H, H, H, H, H, Throw, L, H. G O T O. 167 damage. but it stops at Throw if they blocked. so try to avoid this unless you can hit confirm or on guaranteed situation.
3. H, H, H, L, L, M. You don't have proper follow up for this. don't use this.
4. H, H, H, L, M, Throw, H, H. Your second goto. 148 damage, still beware about Throw part.