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The Last Blade 2/Hyo Amano: Difference between revisions

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→‎Normals: Fixing frame data tables
Dracula X (talk | contribs)
 
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Line 11: Line 11:
|version= Power
|version= Power
|damage= 12/1
|damage= 12/1
|startup= 7
|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= 7
|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= 3
|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= 3
|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= 19
|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= 16
|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= 25
|startup= 26
|active=  
|active=  
|recovery= 28
|recovery= 28
Line 127: Line 127:
|version= Speed
|version= Speed
|damage= 22/0
|damage= 22/0
|startup= 20
|startup= 21
|active=  
|active=  
|recovery= 28
|recovery= 28
Line 147: Line 147:
|version= Power
|version= Power
|damage= 40/4
|damage= 40/4
|startup= 19
|startup= 20
|active=  
|active=  
|recovery= 28
|recovery= 28
Line 161: Line 161:
|version= Speed
|version= Speed
|damage= 22/0
|damage= 22/0
|startup= 16
|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= 7
|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= 3
|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= 4
|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= 4
|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= 7
|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= 7
|startup= 8
|active= 3
|active= 3
|recovery= 26
|recovery= 26
Line 284: Line 284:
{{AttackData-LB2  
{{AttackData-LB2  
|damage= 61
|damage= 61
|startup= 59~79
|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= 22
|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= 8~98
|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= 8~98
|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= 3
|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= 3
|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= 14
|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= 14
|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= 8
|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= 8
|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= 11
|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= 11
|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= 3
|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= 3
|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= 14
|startup= 15
|active= 2
|active= 2
|recovery=  
|recovery=  
Line 549: Line 549:
|version= Speed
|version= Speed
|damage= 16/0
|damage= 16/0
|startup= 14
|startup= 15
|active= 2
|active= 2
|recovery=  
|recovery=  
Line 570: Line 570:
|version= Power
|version= Power
|damage= 18/2
|damage= 18/2
|startup= 3
|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= 3
|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= 15
|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= 15
|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= 9
|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= 9
|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= 7
|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= 3
|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= 15
|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= 22
|startup= 23
|active= 7
|active= 7
|recovery= 23
|recovery= 23
Line 753: Line 753:
|data=
|data=
  {{AttackData-LB2  
  {{AttackData-LB2  
|damage= P: 10+10+18+19/1+1+2+2 S: 7+7+14+14/1+1+1+1
|version= Power
|startup= 8
|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= P: 19/2 S: 14/1
|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=P: 8+30/1 S: 7+23/0  
|version= Power
|startup= 9
|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= P: 10+46/1 S: 9+33/1
|version= Power
|startup= 15
|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= P: 53 S: 36
|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/UB
  |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= P: 32 S: 21
|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, 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.
}}
{{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=Text
|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 many practical combo routes, so it's highly situational.
|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===
  hcb C, hcb B
  63214C, 33C
hcb B, A, A repeatedly, qcf B
  2Ax2-4, 616A/B 3B 63214B ~D This is worth learning in any mode
  Dash A/B, dp C
  Throw, dash 623C
Dash A/B, f, db, f B
j C, d B, dp C, df B
  j C, d B, df, df C, df B


===Power Mode Only===
===Power Mode===
  j C, f C, hcb B
  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.
  j C, f C, f, db, f A
  4A, 6C, (dash) 623C
  j C, f C, dp C, df B
4A, 4A, 2A 616A/B 6321463214AB 3B
  BCD dash 4A, 4A, 2A 616A/B 6321463214 3B


===EX Mode Only===
===EX Mode Only===
  hcb C, Dash A, d B, f, db, f B, hcb, hcb AB
  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===
  hcb C, Dash A, f, db, f B, hcb, hcb AB
  2Ax2-4 616A/B 6321463214AB 3B
  j C, d B, f, db, f B, hcb, hcb AB
  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===
  j C, A, d B, f C
  4A, 2A, 4A, 5A, 2A, 2B (1) 616B 3B 63214B~D bnb
  j C, A, B, dp C
  4A, 2A, 4A, 2A, 5B 616B 3B 63214B~D alternate bnb
  BC, dp C, df B
BCD, dash then either of the above combos
  j C, A, d B, f, db, f B, df B
  BCDx2, dash, combo of choice (better damage but more difficult)
  hcb C, (Combo Super) A, B, C, A, B, C, A, B, qcf C
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
Slower than most B normals
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 12/1 8 1 14 Any +8/-7 - M O/O -
Speed 8/0 8 1 14 Any +8/-7 - M O/O -

Very slow jab with a gigantic disjoint. Can be decent to poke at the opponent with, but precasting it to wall someone out is often ineffective.

4A
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 12/1 4 1 13 Any +9/-7 - M O/O -
Speed 8/0 4 1 13 Any +9/-6 - M O/O -

Decently disjointed jab. Fast startup and quick recovery, can serve as a surprisingly decent tool to check hops despite its singular active frame.

5B
You've only got one shot
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 40/5 20 2 47 Any +1/-10 - M - -
Speed 22/0 17 2 47 Any +1/-19 - M - -

An incredibly slow normal that sends Amano into a very lengthy animation if it whiffs. Moves Amano back slightly during startup, so it could be used as a frame trap. Still too risky for the reward in most cases, so it's mostly relegated to niche combo filler.

4B
Well, two shots actually
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 40/4 26 - 28 Any +19/-10 - M - -
Speed 22/0 21 - 28 Any +19/-1 - M - -

Looks the same as 5B, but has longer startup coupled with better recovery and frame advantage. You cannot combo into this move, making it more of a neutral tool.

1BCD or 5BCD
Uhm... free play
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 40/4 20 - 28 Any +19/-10 - M - -
Speed 22/0 17 - 28 Any +19/-1 - M - -

This "secret" move has 5B's fast startup and coupled with 4B's good recovery and framedata, making it the best of both worlds. Amazing tool all-around, don't forget to use it. The move can be done with either 1BCD or 5BCD, the way you input the move does not change how it works.

6B

Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 13+50/1+6 8 2-(22)-2 44 Any +4/-13 - M x/x -
Speed 7+19/0+0 4 1-(22)-2 44 Any +4/-16 - M x/x -

Amano charges forwards before smacking the opponent with his stick. The second hit is incredibly slow, however the first hit can occasionally be used as a frame trap. There is a 22f gap between the hits, and will leave a 16/15f opening if the first hit is switch guarded. Not an especially noteworthy normal.

5C
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 13/1 5 2 17 Any +4/-11 - M O/O -
Speed 11/0 5 2 17 Any +4/-11 - M O/O -

Hits OTG. Usually 3B is preferred.

6C
The greatest mixup
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 19/2 8 3 26 Any -/-20 - M O/O -
Speed 16/0 8 3 26 Any -/-20 - M x/x -

Decently long range normal that leads to a wallbounce on hit. Wildly unsafe on block.

BC(Power)
Forgot I had this
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
61 60~80 2 48 Any KD - UB x/x -

Amano steps back, reveals the true nature of his beloved stick, and slashes at the opponent with a massive unblockable hitbox. Leads to a hard knockdown on hit, pushing the opponent fullscreen. One of the few usable power BC's in the game, it can serve as a decent anti-air and bait many committal pokes for microspacing shenanigans when you have a read. Can be held to delay the startup by up to 20f, enough that you can even bait deflects.

BC(Speed/EX)
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
19/0 23 3 23 Any -/-20 - H x/x -

A reactable overhead that staggers crouching opponents or otherwise launches. Can be used as a mixup sparingly.

3B
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 21~27/3 9~99 12 15 ground +2/-18 - M x/x -
Speed 21~23/0 9~99 12 15 Ground +2/-18 - M x/x -

Hits OTG. Can be delayed by holding the button. Unlike most 3B OTG's, this move can hit standing opponents, allowing you to cover ground techs on reaction by holding the button until the opponent is no longer able to ground tech and reacting to any attempt at getting up. A staple ender for most anything Amano does.

Crouching

2A
The bread and butter
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 10/1 4 1 20 Any +2/-7 - L O/O N/A
Speed 9/0 4 1 20 Any +2/-13 - L O/O N/A

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.

2B

Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 8+24/1+1 15 2-2 21 Any (+4/-10),(+6/10) - M - -
Speed 7+19/0+0 15 2-2 21 Any (+4/-16),(+6/-14) - M - -

A two hit mid with a decent disjoint. The late hit has solid anti-air priority, allowing you to deny a large portion of the screen from your opponent. However, this move can be risky to throw out as it is very unsafe on block and whiff, and the multihit is prone to uncombo at longer ranges. As such, this move is mostly used either to finish off an overly aggressive opponent or as combo filler.

2C
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 13/1 9 3 13 - +7/-8 - L x/x -
Speed 11/0 9 3 13 Any +7/-8 - L O/O -

A simple low. Relatively slow compared to 2A, but has a decent disjoint so it can beat a few things that 2A wouldn't. Decent combo filler in any mode thanks to its generous plus frames, but it becomes special cancelable in EX, allowing super confirms from max range.

3C
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 24/3 12 16 20 Any KD/-27 - L - -
Speed 19/0 12 16 20 Any KD/-27 - L - -

An incredibly active slide kick with a good disjoint and solid effective range. Can find great use as a counter poke thanks in combination to its low stature, solid disjoint, and incredible effective range allowing it to beat out both dash ins and many defensive normals. Makes for a poor meaty due to being incredibly unsafe even if timed perfectly, and being reactable at any point it would have granted worthwhile reward compared to his other lows.

Air

jA

Good, but you can do better

Good, but you can do better

Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 10/1 4 4 N/A Any N/A - H x/x -
Speed 9/0 4 4 N/A Any +N/A - H x/x -

A solid air-to-air in isolation, however it must compete with your jC and as such almost never sees use. Notably has more cross up potential than jC during the late hit.

jB
Don't
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 43/5 15 2 - Any N/A - H - -
Speed 16/0 15 2 - Any N/A - H - -

An incredibly high damage jump in that has a gigantic hitbox. Unfortunately, Amano will trip over his own feet upon landing, leading to almost a full second of grounded recovery. Almost never worth the risk, especially considering that would mean you have to jump without pushing jC. Completely useless in speed/EX as it doesn't even do that much more damage than your other jump ins.

jC
Theeeeere we go
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 18/2 4 12 N/A Any N/A - H x/x -
Speed 13/0 4 12 N/A Any N/A - H x/x -

Arguably the best jumping normal in the game, this button has absolutely everything and is a cornerstone of Amano's gameplan. It has the greatest horizontal disjoint of any air option in the game, comes out insanely quickly, is among the most active single hit normals in the game at 12f, does above average damage for a jump in, has a small amount of cross up potential, and it doesn't even shift your hurtbox so you don't need to worry about trades. Pretty much any time you enter the air, you should plan on pushing this button on the way down unless you intend to empty hop command grab. Hop 9C is virtually impossible to anti-air without deflects, effectively giving you an IOH or a delayed approach tool that's safe on block and leads to full combo. If spaced correctly, the move is completely safe on switch guard in most matchups even if landing directly on top of a standing opponent, allowing you to play incredibly passively with neutral hop jC (thus also allowing airblocking before you actually push the button). That's not even touching on the move's primary use as an air-to-air, as it will cleanly beat any other air option in the game if spaced properly, and still trades favorably with the overwhelming majority of jumping normals outside of EX. Since the only real counter most characters have to this button is to deflect, Amano is able to easily condition the opponent into eating an empty hop 33C, leading to a massive amount of damage and letting you run your oki.

Dashing

Dashing high
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 26/3 16 2 15 Any +12/-10 - M O/O -
Speed 19/0 16 2 15 Any +12/-8 - M O/O -

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.

Dashing low
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 23/6 10 8 24 Any KD/-23 - L - -
Speed 19/0 10 8 24 Any KD/-23 - L - -

Basic dashing sweep. Knocks down on hit and has decent range, but overall not very noteworthy.

Speed chain

5A>5A
Combo filler
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
8/0 8 1 14 Any +8/-7 - M O/O -

Great combo filler and a solid empty cancel on the off chance you precast 5a in neutral, but in realistic pressure scenarios 5A>2A is just better due to being a low and coming out faster.

5A>2A
The bread and butter (banana flavor)
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
9/0 4 1 14 Any +8/-7 - L O/O -

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)

5A>5B
Remember to chain
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
22/0 16 2 47 Any +1/-19 - M - -

Combo filler. Notably moves Amano forward during the startup, leaving you closer to the opponent for the next hit of your chain. Incredibly unsafe on block, and the fact you didn't cancel can be easily reacted to, so don't even try to end a blockstring with this as a joke.

5A>B>C
Seriously, don't
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
28/0 23 7 23 Any -/23 - M x/x Air

Amano's autocombo ender. Doesn't really lead to anything and costs you an actual ender, don't bother.

Special Moves

Keima's Rage
623C
Gotoki na!
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 10+10+18+19/1+1+2+2 9 1-1-1-1 44 Any -/-36 - M x/x -
Speed 7+7+14+14/1+1+1+1 9 1-1-1-1 44 Any -/-36 - M x/x -

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.

Windmill
214A
The sauce
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 19/2 - - - Any - - M x/x -
Speed 14/1 - - - Any - - M x/x -

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.

Piercing Sparrow
616A
Run...
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 8+30/1 10 18 15 Any KD/-23 - M O/O -
Speed 7+23/0 10 18 15 Any KD/-23 - M x/x -

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.

Piercing Sparrow
616B
Stab
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 10+46/1 16 26 26 Any KD/-15 - M O/O -
Speed 9+33/0 16 26 26 Any KD/-15 - M x/x -

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.

Domino Toppler
33C
Ora-ora-ora!
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 53 1 - 33 Any KD - UB x/x -
Speed 36 1 - - Any KD - UB x/x -

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

Badger Bash
Mash A
Roughly 100 slaps
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - M - -

Serving as a rekka of sorts, Amano slaps the opponent multiple times while advancing forwards. Can then be followed up with 236B in order to send the opponent across the screen and tack on a bit of damage. Unlikely for the multihit to uncombo. On block the follow up can either be performed immediately to punish slower characters for mashing or delayed to bait an opponent trying to deflect the final hit, however both options are punishable and can be option selected by most characters. Decent combo ender at point blank when you lack meter.

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

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.

Destiny
63214B
The Swing of swings
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Regular - - - - - - - M x/x -

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
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Held - - - - - - - UB x/x -
  • 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
Loudmouth
63214C
An oh so punchable face
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 32 - - - - - - N/A - -
Speed 21 - - - Any - - N/A - -

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.

Desperation Moves

Checkmate of the Queen
6321463214AB
Win condition
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power - - - - Any - - H x/x None
Speed - - - - Any - - H x/x None

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.

Super Desperation Moves

Checkmate of the Rook
6321463214A
More of a bishop really
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - Any - 0 H x/x -

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.

6321463214B
Now that's how a rook works
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - Any - 0 H x/x -

Identical to the A version of SDM, except this time the projectile is fired straight ahead.

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.

The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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