-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The Last Blade 2/Kojiroh Sanada: Difference between revisions
Jump to navigation
Jump to search
→Special Moves: Fixing frame data tables and notation in descrpitions |
No edit summary |
||
(23 intermediate revisions by 3 users not shown) | |||
Line 16: | Line 16: | ||
| | | | ||
* Weakness 1 | * Weakness 1 | ||
* | * Essential tools extend her hurtbox during startup | ||
|- | |- | ||
! scope=row | Speed | ! scope=row | Speed | ||
Line 24: | Line 24: | ||
| | | | ||
* Weakness 1 | * Weakness 1 | ||
* | * Essential tools extend her hurtbox during startup | ||
|- | |- | ||
! scope=row | EX | ! scope=row | EX | ||
Line 32: | Line 32: | ||
| | | | ||
* Weakness 1 | * Weakness 1 | ||
* | * Essential tools extend her hurtbox during startup | ||
|} | |} | ||
==Normals== | ==Normals== | ||
Line 46: | Line 45: | ||
|version= Power | |version= Power | ||
|damage=13/1 | |damage=13/1 | ||
|startup= | |startup=6 | ||
|active=2 | |active=2 | ||
|recovery=15 | |recovery=15 | ||
Line 60: | Line 59: | ||
|version= Speed | |version= Speed | ||
|damage=8/0 | |damage=8/0 | ||
|startup= | |startup=6 | ||
|active=2 | |active=2 | ||
|recovery=15 | |recovery=15 | ||
Line 81: | Line 80: | ||
|version= Power | |version= Power | ||
|damage=13/1 | |damage=13/1 | ||
|startup= | |startup=4 | ||
|active=2 | |active=2 | ||
|recovery=15 | |recovery=15 | ||
Line 95: | Line 94: | ||
|version= Speed | |version= Speed | ||
|damage=8/0 | |damage=8/0 | ||
|startup= | |startup=4 | ||
|active=2 | |active=2 | ||
|recovery=15 | |recovery=15 | ||
Line 116: | Line 115: | ||
|version= Power | |version= Power | ||
|damage=36/3 | |damage=36/3 | ||
|startup= | |startup=13 | ||
|active=23 | |active=23 | ||
|recovery=24 | |recovery=24 | ||
Line 130: | Line 129: | ||
|version= Speed | |version= Speed | ||
|damage=16/0 | |damage=16/0 | ||
|startup= | |startup=13 | ||
|active=23 | |active=23 | ||
|recovery=24 | |recovery=24 | ||
Line 151: | Line 150: | ||
|version= Power | |version= Power | ||
|damage=50/6 | |damage=50/6 | ||
|startup= | |startup=20 | ||
|active=2 | |active=2 | ||
|recovery=33 | |recovery=33 | ||
Line 165: | Line 164: | ||
|version= Speed | |version= Speed | ||
|damage=23/0 | |damage=23/0 | ||
|startup= | |startup=14 | ||
|active=2 | |active=2 | ||
|recovery=33 | |recovery=33 | ||
Line 186: | Line 185: | ||
|version= Power | |version= Power | ||
|damage=13/1 | |damage=13/1 | ||
|startup= | |startup=10 | ||
|active=2 | |active=2 | ||
|recovery=18 | |recovery=18 | ||
Line 200: | Line 199: | ||
|version= Speed | |version= Speed | ||
|damage=11/0 | |damage=11/0 | ||
|startup= | |startup=10 | ||
|active=2 | |active=2 | ||
|recovery=18 | |recovery=18 | ||
Line 221: | Line 220: | ||
|version= Power | |version= Power | ||
|damage=19/2 | |damage=19/2 | ||
|startup= | |startup=11 | ||
|active=8 | |active=8 | ||
|recovery=22 | |recovery=22 | ||
Line 235: | Line 234: | ||
|version= Speed | |version= Speed | ||
|damage=16/0 | |damage=16/0 | ||
|startup= | |startup=11 | ||
|active=8 | |active=8 | ||
|recovery=22 | |recovery=22 | ||
Line 264: | Line 263: | ||
|cancel= x/x | |cancel= x/x | ||
|tech= None | |tech= None | ||
|description=An unblockable which can be held to delay the hit. One of the more viable unblockables in the game because Kojiroh takes a step back before charging, allowing you to bait a lot of moves thanks to the extra distance. Beware that the hitbox can still be deflected, but this can be countered by holding the input for a short while. Note that this move will slide Kojiroh farther and faster the longer it is charged. | |description=An unblockable which can be held to delay the hit. One of the more viable unblockables in the game because Kojiroh takes a step back before charging, allowing you to bait a lot of moves thanks to the extra distance. Beware that the hitbox can still be deflected, but this can be countered by holding the input for a short while. Note that this move will slide Kojiroh farther and faster the longer it is charged. Super cancelable when charged long enough | ||
}} | }} | ||
}} | }} | ||
Line 275: | Line 274: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=19/0 | |damage=19/0 | ||
|startup= | |startup=23 | ||
|active=3 | |active=3 | ||
|recovery=23 | |recovery=23 | ||
Line 284: | Line 283: | ||
|cancel= x/x | |cancel= x/x | ||
|tech= | |tech= | ||
|description=A reactable overhead that causes a stagger if | |description=A reactable overhead that causes a stagger if it hits a crouch blocking opponent, or a launch if combo'd into. Serviceable as a quick anti-air. | ||
}} | }} | ||
}} | }} | ||
Line 304: | Line 303: | ||
|cancel= x/x | |cancel= x/x | ||
|tech= | |tech= | ||
|description=A command normal exclusive to speed/EX mode which cannot be chained into. Hits high, but is not a very good mixup tool due to being reactable and punishable on block. What this move is incredible at is anti-airing, as the hitbox is very tall and the hit itself is untechable into a hard knockdown. | |description=A command normal exclusive to speed/EX mode which cannot be chained into. Hits high, but is not a very good mixup tool due to being reactable and punishable on block. What this move is incredible at is anti-airing, as the hitbox is very tall and the hit itself is untechable into a hard knockdown. Dm can juggle after and if landed against a jumping opponent, you can even combo directly into a fandango (22A/B). If landed too low to do so or you lack meter, it's ideal to instead combo into 623B or 6B depending on your range. | ||
}} | }} | ||
}} | }} | ||
Line 316: | Line 315: | ||
|version= Power | |version= Power | ||
|damage=21 | |damage=21 | ||
|startup= | |startup=14 | ||
|active=8 | |active=8 | ||
|recovery=22 | |recovery=22 | ||
Line 330: | Line 329: | ||
|version= Speed | |version= Speed | ||
|damage=23 | |damage=23 | ||
|startup= | |startup=14 | ||
|active=8 | |active=8 | ||
|recovery=22 | |recovery=22 | ||
Line 353: | Line 352: | ||
|version= Power | |version= Power | ||
|damage=13/1 | |damage=13/1 | ||
|startup= | |startup=5 | ||
|active= | |active=2,2 | ||
|recovery=18 | |recovery=18 | ||
|state= Any | |state= Any | ||
Line 367: | Line 366: | ||
|version= Speed | |version= Speed | ||
|damage=11/0 | |damage=11/0 | ||
|startup= | |startup=5 | ||
|active= | |active=2,2 | ||
|recovery=18 | |recovery=18 | ||
|state= Any | |state= Any | ||
Line 376: | Line 375: | ||
|cancel= o/o | |cancel= o/o | ||
|tech= | |tech= | ||
|description=A quick low with decent range. Hitting late with this move will alter its hitstun slightly (shown in brackets). | |description=A quick low with decent range. Hitting late with this move will alter its hitstun slightly (shown in brackets). If playing in power mode this becomes a primary poke for keeping opponents at bay. At -2 (on its first hitbox) it’s one of the few truly safe normals in this game when used on it’s own | ||
}} | }} | ||
}} | }} | ||
Line 389: | Line 388: | ||
|version= Power | |version= Power | ||
|damage=26/3 | |damage=26/3 | ||
|startup= | |startup=18 | ||
|active=1-(1)-2 | |active=1-(1)-2 | ||
|recovery=23 | |recovery=23 | ||
|state= | |state= Any | ||
|frame advantage=+2(+4)/-10(-10) | |frame advantage=+2(+4)/-10(-10) | ||
|meter gain= | |meter gain= | ||
Line 403: | Line 402: | ||
|version= Speed | |version= Speed | ||
|damage=19/0 | |damage=19/0 | ||
|startup= | |startup=19 | ||
|active=2-(2)-2 | |active=2-(2)-2 | ||
|recovery=23 | |recovery=23 | ||
Line 424: | Line 423: | ||
|version= Power | |version= Power | ||
|damage=13/1 | |damage=13/1 | ||
|startup= | |startup=4 | ||
|active=2 | |active=2 | ||
|recovery=16 | |recovery=16 | ||
Line 438: | Line 437: | ||
|version= Speed | |version= Speed | ||
|damage=11/0 | |damage=11/0 | ||
|startup= | |startup=4 | ||
|active=2 | |active=2 | ||
|recovery=16 | |recovery=16 | ||
Line 459: | Line 458: | ||
|version= Power | |version= Power | ||
|damage=24/3 | |damage=24/3 | ||
|startup= | |startup=10 | ||
|active=2 | |active=2 | ||
|recovery=26 | |recovery=26 | ||
Line 473: | Line 472: | ||
|version= Speed | |version= Speed | ||
|damage=19/0 | |damage=19/0 | ||
|startup= | |startup=10 | ||
|active=2 | |active=2 | ||
|recovery=26 | |recovery=26 | ||
Line 495: | Line 494: | ||
|version= Power | |version= Power | ||
|damage=13/1 | |damage=13/1 | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=N/A | |recovery=N/A | ||
Line 509: | Line 508: | ||
|version= Speed | |version= Speed | ||
|damage=11/0 | |damage=11/0 | ||
|startup= | |startup=5 | ||
|active=4 | |active=4 | ||
|recovery=N/A | |recovery=N/A | ||
Line 530: | Line 529: | ||
|version= Power | |version= Power | ||
|damage=26/3 | |damage=26/3 | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=N/A | |recovery=N/A | ||
Line 544: | Line 543: | ||
|version= Speed | |version= Speed | ||
|damage=13/0 | |damage=13/0 | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=N/A | |recovery=N/A | ||
Line 565: | Line 564: | ||
|version= Power | |version= Power | ||
|damage=13/1 | |damage=13/1 | ||
|startup= | |startup=4 | ||
|active=7 | |active=7 | ||
|recovery=N/A | |recovery=N/A | ||
Line 579: | Line 578: | ||
|version= Speed | |version= Speed | ||
|damage=11/0 | |damage=11/0 | ||
|startup= | |startup=4 | ||
|active=7 | |active=7 | ||
|recovery=N/A | |recovery=N/A | ||
Line 602: | Line 601: | ||
|version= Power | |version= Power | ||
|damage=26/3 | |damage=26/3 | ||
|startup= | |startup=10 | ||
|active=2 | |active=2 | ||
|recovery=30 | |recovery=30 | ||
Line 616: | Line 615: | ||
|version= Speed | |version= Speed | ||
|damage=19/0 | |damage=19/0 | ||
|startup= | |startup=10 | ||
|active=2 | |active=2 | ||
|recovery=30 | |recovery=30 | ||
Line 637: | Line 636: | ||
|version= Power | |version= Power | ||
|damage=26/3 | |damage=26/3 | ||
|startup= | |startup=10 | ||
|active=10 | |active=10 | ||
|recovery=23 | |recovery=23 | ||
Line 651: | Line 650: | ||
|version= Speed | |version= Speed | ||
|damage=19/0 | |damage=19/0 | ||
|startup= | |startup=10 | ||
|active=10 | |active=10 | ||
|recovery=23 | |recovery=23 | ||
Line 672: | Line 671: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=8/0 | |damage=8/0 | ||
|startup= | |startup=5 | ||
|active=2 | |active=2 | ||
|recovery=19 | |recovery=19 | ||
Line 693: | Line 692: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=11/0 | |damage=11/0 | ||
|startup= | |startup=3 | ||
|active= | |active=2,2 | ||
|recovery=18 | |recovery=18 | ||
|state= Any | |state= Any | ||
Line 702: | Line 701: | ||
|cancel= o/o | |cancel= o/o | ||
|tech= | |tech= | ||
|description=A solid low with more useful cancel properties compared to the normal 2A. | |description=A solid low with more useful cancel properties compared to the normal 2A. Inputting this as 3A gives the standalone version of the normal. | ||
}} | }} | ||
}} | }} | ||
Line 713: | Line 712: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage=23/0 | |damage=23/0 | ||
|startup= | |startup=10 | ||
|active=4 | |active=4 | ||
|recovery=26 | |recovery=26 | ||
Line 737: | Line 736: | ||
|version= Power | |version= Power | ||
|damage=40,30/0+3 | |damage=40,30/0+3 | ||
|startup= | |startup=11 | ||
|active=3-(10)-2 | |active=3-(10)-2 | ||
|recovery=29 | |recovery=29 | ||
Line 751: | Line 750: | ||
|version= Speed | |version= Speed | ||
|damage=29,23/0+2 | |damage=29,23/0+2 | ||
|startup= | |startup=11 | ||
|active=3-(10)-2 | |active=3-(10)-2 | ||
|recovery=29 | |recovery=29 | ||
Line 760: | Line 759: | ||
|cancel= x/x | |cancel= x/x | ||
|tech= | |tech= | ||
|description=A sliding slash which covers a large amount of screen space. The first hit of the move will hit low and knockdown, while the latter will leave the opponent standing and can be blocked high. This move functions as Kojiroh's primary combo ender, as it does consistent damage while guaranteeing a knockdown that can even be converted into an OTG. In neutral this tool is significantly more situational, but notably if you catch the opponent jumping back with the late hit you will be left in a favorable position to attempt a tech chase. | |description=A sliding slash which covers a large amount of screen space. The first hit of the move will hit low and knockdown, while the latter will leave the opponent standing and can be blocked high. This move functions as Kojiroh's primary combo ender, as it does consistent damage while guaranteeing a knockdown that can even be converted into an OTG. In neutral this tool is significantly more situational, but notably if you catch the opponent jumping back with the late hit you will be left in a favorable position to attempt a tech chase. The initial (knockdown) hit cannot hit airborne opponents, and will not have any effect if used from more than a roughly a character length away. | ||
}} | }} | ||
}} | }} | ||
Line 775: | Line 774: | ||
|version= Power | |version= Power | ||
|damage=10+13+19/1+1+2 | |damage=10+13+19/1+1+2 | ||
|startup= | |startup=13 | ||
|active=2-(11)-2-(9)-2 | |active=2-(11)-2-(9)-2 | ||
|recovery=28 | |recovery=28 | ||
Line 789: | Line 788: | ||
|version= Speed | |version= Speed | ||
|damage=9+11+13/1+1+1 | |damage=9+11+13/1+1+1 | ||
|startup= | |startup=13 | ||
|active=2-(11)-2-(9)-2 | |active=2-(11)-2-(9)-2 | ||
|recovery=28 | |recovery=28 | ||
Line 798: | Line 797: | ||
|cancel= x/x | |cancel= x/x | ||
|tech= | |tech= | ||
|description=A disjointed, advancing multihit with fairly fast startup all things considered. Leaves you neutral on hit, so it can allow you to set up resets against characters with slow/poor jabs. More notably, this move is super cancel able in power/EX mode, allowing for very consistent and damaging combo enders at surprisingly long ranges. | |description=A disjointed, advancing multihit with fairly fast startup all things considered. Leaves you neutral on hit, so it can allow you to set up resets against characters with slow/poor jabs. More notably, this move is super cancel able in power/EX mode (on the first hit only), allowing for very consistent and damaging combo enders at surprisingly long ranges. | ||
}} | }} | ||
}} | }} | ||
Line 834: | Line 833: | ||
|version= Power | |version= Power | ||
|damage=31/3 | |damage=31/3 | ||
|startup= | |startup=10 | ||
|active=1 | |active=1 | ||
|recovery=36 | |recovery=36 | ||
Line 848: | Line 847: | ||
|version= Speed | |version= Speed | ||
|damage=20/2 | |damage=20/2 | ||
|startup= | |startup=10 | ||
|active=1 | |active=1 | ||
|recovery=36 | |recovery=36 | ||
Line 869: | Line 868: | ||
|version= Power | |version= Power | ||
|damage=39/4 | |damage=39/4 | ||
|startup= | |startup=11 | ||
|active=4 | |active=4 | ||
|recovery=43 | |recovery=43 | ||
Line 883: | Line 882: | ||
|version= Speed | |version= Speed | ||
|damage=26/3 | |damage=26/3 | ||
|startup= | |startup=11 | ||
|active=4 | |active=4 | ||
|recovery=43 | |recovery=43 | ||
Line 972: | Line 971: | ||
{{MoveData | {{MoveData | ||
|image=LB2_Kojiroh_qcb+db+f+A.png | |image=LB2_Kojiroh_qcb+db+f+A.png | ||
|caption= | |caption=Knowledge check time | ||
|name=2146AB | |name=2146AB | ||
|data= | |data= | ||
Line 983: | Line 982: | ||
|frame advantage= | |frame advantage= | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= H | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=Solid damage and solid chip damage on block (not safe however) resets position on hit. Easily used in chain combos, juggling into it makes it lose some damage compared to hitting it vs a grounded opponent, but it’s still a strong damage option in those situations | ||
}} | }} | ||
}} | }} | ||
==Super Desperation Moves== | ==Super Desperation Moves== | ||
Line 1,012: | Line 1,009: | ||
|description=* Poses and dashes through opponent | |description=* Poses and dashes through opponent | ||
* Chargeable | * Chargeable | ||
* Unblockable | * Unblockable after charging for 99f, gets a damage boost after 96f | ||
* Only able to perform in Power or EX Mode | * Only able to perform in Power or EX Mode | ||
}} | }} | ||
Line 1,019: | Line 1,016: | ||
==Combos== | ==Combos== | ||
===Any Mode=== | ===Any Mode=== | ||
5c 236A | |||
Dash A/B | Dash A/B 214B | ||
Dash A/B | Dash A/B 623A | ||
214C>C, 5c (corner only) | |||
jB, 5B 214B | |||
jB, 5B 214A | |||
jB, 5B 2146AB | |||
===Power Mode | ===Power Mode=== | ||
jB 6C 236A | |||
jB 6C 214C 623B omit 214C near a corner | |||
jB 6C 214C 2146AB omit 214C near a corner | |||
2C 4A 214B 2146AB | |||
4Ax2/3 214B 2146AB | |||
5A 4A 214A/214B(2146AB) | |||
===EX Mode Only=== | ===EX Mode Only=== | ||
Dash A/B | Dash A/B >B 214B 21416AB (214B>2146AB must be canceled off the first hit) | ||
jB, 4A, 5A, 4A, 5A, 5A, 2B 214B 2146AB | |||
===Power and EX Mode=== | ===Power and EX Mode=== | ||
Dash A/B, | Dash A/B 214B 2146AB | ||
jB, 5B 214B 2146AB | |||
2C, 4A 214B 2146AB | |||
4Ax3 214B 2146AB | |||
5A 214B 2146AB. Far reaching dm confirm in power | |||
===Speed and EX Mode=== | ===Speed and EX Mode=== | ||
4A>A>2A>2B 214C, 214A (Kara cancel off 214C in order to get knockdown, bnb) | |||
5A 5A 2B 21416AB | |||
4A 5A, 4A 5A 2A 2B 214C 214A. Alternate to the above combo 5A 4A link works from a little farther out. 2A>2B must be chained together very quickly or the combo may drop. | |||
2C, 4A combo of choice. | |||
jB, 5A>A>A>B 236A | |||
6BC, 21416AB | |||
6BC (hit anti-air), 22A/B > A + B + C + A + B + C + A + B + 236C | |||
6BC (hit anti-air), 22A/B > A + B + C + 2C + A + 2C + 6BC, 6BC, 21416AB (requires critical life and super) | |||
22A/B 5A 5B 5C 2C 2A 2C 6BC 214C (crossunder) 2146AB, dash jump in j.B, combo of choice. The dm hitting from behind glitches and causes the opponent to go into a stagger that can’t be mashed out of before you can hit them provided you don’t delay a follow up. Requires desperation and full meter, does not work in a corner. | |||
5A 2A 5B 22A/B. This is a setup. If done at point blank and 5B is canceled as soon as possible, (on hit) the fandango is a true 50/50. The opponent can’t deflect here and is forced to choose high or low blocking. | |||
===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 + B + A + 236C | A + B + C + A + B + C + C + B + A + 236C | ||
A + B + C + | A + B + C + 2C + A + 2C + 6BC | ||
A + B + C + | A + B + C + 2C + A + 6BC + A + B + 236B | ||
{{Navbox LB2}} | {{Navbox LB2}} |
Latest revision as of 19:58, 16 October 2023
Overview
Placeholder
Style | Strengths | Weaknesses |
---|---|---|
Power |
|
|
Speed |
|
|
EX |
|
|
Normals
Standing
5A |
---|
4A |
---|
5B |
---|
6B |
---|
5C |
---|
6C |
---|
BC(Power) |
---|
BC(Speed/EX) |
---|
6BC(Speed/EX) |
---|
3B |
---|
Crouching
2A |
---|
2B |
---|
2C |
---|
3C |
---|
Air
J.A |
---|
J.B |
---|
J.C |
---|
Dashing
Dashing high |
---|
Dashing low |
---|
Speed chain
5A>A |
---|
5A>2A |
---|
C of A>B>C |
---|
Special Moves
Flashing Flight - 214A
214A |
---|
Black Hole Blade - 214B
214B |
---|
Shujin - 214C
214C |
---|
Empty Death - 623A/B
623A |
---|
623B |
---|
Blast-of-Plague Demise - 236A/B
236A |
---|
236B |
---|
Desperation Moves
Black Hole Blade - Eagle - 2146AB
2146AB |
---|
Super Desperation Moves
Wolf Fang of Emptiness - 2146B
2146B |
---|
Combos
Any Mode
5c 236A Dash A/B 214B Dash A/B 623A 214C>C, 5c (corner only) jB, 5B 214B jB, 5B 214A jB, 5B 2146AB
Power Mode
jB 6C 236A jB 6C 214C 623B omit 214C near a corner jB 6C 214C 2146AB omit 214C near a corner 2C 4A 214B 2146AB 4Ax2/3 214B 2146AB 5A 4A 214A/214B(2146AB)
EX Mode Only
Dash A/B >B 214B 21416AB (214B>2146AB must be canceled off the first hit) jB, 4A, 5A, 4A, 5A, 5A, 2B 214B 2146AB
Power and EX Mode
Dash A/B 214B 2146AB jB, 5B 214B 2146AB 2C, 4A 214B 2146AB 4Ax3 214B 2146AB 5A 214B 2146AB. Far reaching dm confirm in power
Speed and EX Mode
4A>A>2A>2B 214C, 214A (Kara cancel off 214C in order to get knockdown, bnb) 5A 5A 2B 21416AB 4A 5A, 4A 5A 2A 2B 214C 214A. Alternate to the above combo 5A 4A link works from a little farther out. 2A>2B must be chained together very quickly or the combo may drop. 2C, 4A combo of choice. jB, 5A>A>A>B 236A 6BC, 21416AB 6BC (hit anti-air), 22A/B > A + B + C + A + B + C + A + B + 236C 6BC (hit anti-air), 22A/B > A + B + C + 2C + A + 2C + 6BC, 6BC, 21416AB (requires critical life and super) 22A/B 5A 5B 5C 2C 2A 2C 6BC 214C (crossunder) 2146AB, dash jump in j.B, combo of choice. The dm hitting from behind glitches and causes the opponent to go into a stagger that can’t be mashed out of before you can hit them provided you don’t delay a follow up. Requires desperation and full meter, does not work in a corner. 5A 2A 5B 22A/B. This is a setup. If done at point blank and 5B is canceled as soon as possible, (on hit) the fandango is a true 50/50. The opponent can’t deflect here and is forced to choose high or low blocking.
Super Speed Combos
A + B + C + A + B + C + A + B + 236C A + B + C + A + B + C + C + B + A + 236C A + B + C + 2C + A + 2C + 6BC A + B + C + 2C + A + 6BC + A + B + 236B