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The Last Blade 2/Setsuna: Difference between revisions
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 6 | ||
|active= | |active= 2,2 | ||
|recovery= | |recovery= 23 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= P -7/-8 S -6/-21 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=2 hitboxes, but will only hit once. Your primary poke and serves as anti air and anti jump. Tied with 4A as a quick punish, though this is cancelable in power while 4A is not. Confirms into 236A for a DM conversion you need to learn if you play him in power mode. Rebounds on block in power | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 6 | ||
|active= | |active= 2 | ||
|recovery= | |recovery= 21 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= P -1/-16 S -1/-16 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
|cancel= | |cancel= Speed/ex | ||
|tech= | |tech= | ||
|description= | |description=Has some use in chain combos in speed/ex, no real use in power, can’t be canceled in power | ||
}} | }} | ||
}} | }} | ||
Line 55: | Line 55: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 14 | ||
|active= | |active= 2,(10) 3,1 | ||
|recovery= | |recovery= 33 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= P -1/-10 S -9/-30 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
|cancel= | |cancel= All | ||
|tech= | |tech= | ||
|description= | |description=3 hitboxes but hits twice. Both hits are cancelable, depending on distance you may need to cancel out of the first hit for some combos to work. Rebounds on block as a single hit in power. 10F gap between 1st and 2nd hit boxes, in speed/ex this is enough to get deflected in between if the opponent switch guards so be careful. Frame data listed for speed/ex is for the 2nd hit connecting or being blocked. | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 20 | ||
|active= | |active= 4,(10) 2 | ||
|recovery= | |recovery= | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= P -18/-15 S -18/-39 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
|cancel= | |cancel= None | ||
|tech= | |tech= | ||
|description= | |description=Slow long range poke that has a decent disjoint. Rebounds on block in power, 10F gap between hitboxes. | ||
Line 106: | Line 106: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 10 | ||
|active= | |active= 2 | ||
|recovery= | |recovery= | ||
|state= | |state= | ||
Line 113: | Line 113: | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
|cancel= | |cancel= Any | ||
|tech= | |tech= | ||
|description= | |description= Use for a safe OTG unless 3B will kill. Can combo into 236A, 623A/B, and 214B if you wanted. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 12 | ||
|active= | |active= 7 | ||
|recovery= | |recovery= 30 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= -/-31 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
|cancel= | |cancel= Power | ||
|tech= | |tech= | ||
|description= | |description=Wall bounces on hit allowing for followups in power mode, and safe armor activation from a distance in any mode. Lots of active frames. | ||
*Horribly unsafe on block, opponents can punish this cleanly with a fandango if close. You can try to cancel it on block to make yourself safer, but there will still be a 17f gap (counting hitstop) using his fastest special in power mode. | |||
}} | }} | ||
}} | }} | ||
Line 155: | Line 156: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=Hits OTG. | |description=Hits OTG. This move is not safe on hit unless it kills, use 5C for otg instead | ||
}} | }} | ||
}} | }} | ||
Line 180: | Line 181: | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
|cancel= | |cancel= Any | ||
|tech= | |tech= | ||
|description= | |description= cancellable in either mode if you get the opportunity. In speed/ex you can chain B attacks etc. after it connects | ||
}} | }} | ||
}} | }} | ||
Line 201: | Line 202: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description= doesn’t see a lot of use but it’s there. | ||
}} | }} | ||
}} | }} | ||
Line 222: | Line 223: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=Chain combo filler normal | ||
}} | }} | ||
}} | }} | ||
Line 241: | Line 242: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description= Hard knockdown. | ||
}} | }} | ||
}} | }} | ||
Line 249: | Line 250: | ||
|image=LB2_Setsuna_d+A.png | |image=LB2_Setsuna_d+A.png | ||
|caption=Text | |caption=Text | ||
|name= | |name=2A | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 4 | ||
|active= | |active= 2 | ||
|recovery= | |recovery= | ||
|state= | |state= | ||
Line 262: | Line 263: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=A low hitting normal that will see use just for that reason. Also his fastest normal. When used in chain combos it loses its low property. Cancelable in speed/ex. | ||
}} | }} | ||
}} | }} | ||
Line 269: | Line 270: | ||
|image=LB2_Setsuna_d+B.png | |image=LB2_Setsuna_d+B.png | ||
|caption=Text | |caption=Text | ||
|name= | |name=2B | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
Line 282: | Line 283: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=Interchangeable with 5B for a lot of combos. Rebounds on block in power. | ||
<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"> | ||
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|image=LB2_Setsuna_d+C.png | |image=LB2_Setsuna_d+C.png | ||
|caption=Text | |caption=Text | ||
|name= | |name=2C | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 4 | ||
|active= | |active= 2 | ||
|recovery= | |recovery= | ||
|state= | |state= | ||
Line 306: | Line 307: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=It’s a low. leads to a dm confirm in ex mode and his other fastest normal. | ||
}} | }} | ||
}} | }} | ||
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|image=LB2_Setsuna_df+C.png | |image=LB2_Setsuna_df+C.png | ||
|caption=Text | |caption=Text | ||
|name= | |name=3C | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup=6 | ||
|active= | |active=2 | ||
|recovery= | |recovery= | ||
|state= | |state= | ||
Line 326: | Line 327: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description= Sees more use in speed than power thanks to chain combos. Very quick for a sweep in this game and has good range. You can use a gimmick of 3C 214B for a relatively quick low/high. This is a knowledge check though as 214B is punishable on hit if the opponent is aware of it. | ||
}} | }} | ||
}} | }} | ||
====Air==== | ====Air==== | ||
Line 340: | Line 339: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 8 | ||
|active= | |active= 2 | ||
|recovery= | |recovery= | ||
|state= | |state= | ||
Line 349: | Line 348: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description=An upward slash. While on the more slow side compared to other jA's in the game, is perfectly serviceable as an air to air tool and combos into 5a while jumping in, but is all in all overshadowed by jB as a jump in. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 18 | ||
|active= | |active= 2,(10) 2 | ||
|recovery= | |recovery= | ||
|state= | |state= | ||
Line 369: | Line 368: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description= Don’t let the startup fool you, this is Setsuna’s best jump in. Huge range with a huge hitbox, can cross up (though not reliably), and combos into the rest of his normals. Learning how to short hop with this is invaluable, although avoid overusing it as Set has a large hurtbox extension while using this move. It’s possible for an opponent to deflect the 2nd hit with good timing even if they block initially, however it’s not the easiest thing to pull off. Be wary of opponents with full meter as it’s one of the easiest normals in game to guard cancel against. Air to air use is decent if the opponent is a bit below you. | ||
<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"> | ||
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{{MoveData | {{MoveData | ||
|image=LB2_Setsuna_jC.png | |image=LB2_Setsuna_jC.png | ||
|caption= | |caption=the longest crossup | ||
|name=jC | |name=jC | ||
|data= | |data= | ||
Line 392: | Line 391: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description= Decent air to air, with a large enough hitbox to cross up far more reliably than jB, so it can see use as that in certain scenarios | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 1 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 414: | Line 413: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= | |description= Just a standard throw but you will be using it a lot since it gives you a favorable position for tech chasing and Set's weak mixups. | ||
<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"> | ||
Setsuna_CD2.png|2nd part | Setsuna_CD2.png|2nd part | ||
Line 420: | Line 419: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=LB2_Setsuna_pBC.png | |image=LB2_Setsuna_pBC.png | ||
Line 430: | Line 430: | ||
|version=Power | |version=Power | ||
|damage= | |damage= | ||
|startup= | |startup= 53~73 | ||
|active= | |active= 2 | ||
|recovery= | |recovery= 58 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= | ||
Line 447: | Line 447: | ||
|version=Speed/EX | |version=Speed/EX | ||
|damage= | |damage= | ||
|startup= | |startup= 25 | ||
|active= | |active= 2,1 | ||
|recovery= | |recovery= 23 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= | ||
Line 457: | Line 457: | ||
|tech= | |tech= | ||
|description= | |description= | ||
* Setsuna take one step and slashes upwards, overhead. | |||
* Guaranteed not able combo after it. | * Guaranteed not able combo after it. | ||
* worst universal overhead in the game | |||
* at least it’s safe when it hits. | |||
<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"> | ||
Line 478: | Line 480: | ||
|version=A | |version=A | ||
|damage= P 10/1 S 9/1 | |damage= P 10/1 S 9/1 | ||
|startup= | |startup= 18 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
Line 492: | Line 494: | ||
|version=A | |version=A | ||
|damage= P 19/2 S 14/1 | |damage= P 19/2 S 14/1 | ||
|startup= - ( | |startup= - (20 in total) | ||
|active= 2 | |active= 2 | ||
|recovery= 34 | |recovery= 34 | ||
Line 501: | Line 503: | ||
|cancel= P ○ | |cancel= P ○ | ||
|tech= Air | |tech= Air | ||
|description=* Setsuna raises his sword and makes a forward strike down. Both versions can negate non dm projectiles | |description=* Setsuna raises his sword and makes a forward strike down. Both versions can negate non dm projectiles. Quick enough to combo from anything cancelable, 5A 236A being the most useful in power mode. Super cancel. | ||
<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_Setsuna_qcf+AB2.png|2nd hit | LB2_Setsuna_qcf+AB2.png|2nd hit | ||
Line 509: | Line 511: | ||
|version=B | |version=B | ||
|damage= P 17/2 S 14/1 | |damage= P 17/2 S 14/1 | ||
|startup= | |startup= 41 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
Line 523: | Line 525: | ||
|header=no | |header=no | ||
|damage= P 30/3 S 23/2 | |damage= P 30/3 S 23/2 | ||
|startup= | |startup= 43 in total | ||
|active= 2 | |active= 2 | ||
|recovery= 19 | |recovery= 19 | ||
Line 532: | Line 534: | ||
|cancel= P ○ | |cancel= P ○ | ||
|tech= Air | |tech= Air | ||
|description=* B version moves slower, but deals more damage. With only combo from 6C or 41236C (after armor is active) launches opponent on hit allowing for a juggle. | |description=* B version moves slower, but deals more damage. With only combo from 6C or 41236C (after armor is active) launches opponent on hit allowing for a juggle. In speed mode the 2nd hit doesn’t juggle an airborne opponent, instead resetting the opponent and leaving you open to punishment. Super cancel. | ||
<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_Setsuna_qcf+AB2.png|2nd hit | LB2_Setsuna_qcf+AB2.png|2nd hit | ||
Line 550: | Line 552: | ||
|version=A | |version=A | ||
|damage= | |damage= | ||
|startup= | |startup= 13 | ||
|active= | |active= 2,3 | ||
|recovery= | |recovery= 28 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= -/-26 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=* Setsuna's uppercut. Decent for an anti air, hits behind him at its apex. | |description=* Setsuna's uppercut. Decent for an anti air, hits behind him at its apex. | ||
*Behaves differently depending on mode. In power mode this is air unblockable, but opponents can air tech after it hits. In speed/ex opponents can block this in the air, but on hit it’s a soft knockdown (opponent can tech on the ground). If you hit high enough and are close you can follow up with another 623A or a 2A etc in speed/ex | |||
}} | }} | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|version=B | |version=B | ||
|damage= | |damage= | ||
|startup= | |startup= 19 | ||
|active= | |active= 2,(3)1,1,1,1,1,1 | ||
|recovery= | |recovery= 38 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= -/-38 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=* B version has a slower start up, and is better for hitting opponents at a distance. Best damage ender for non metered combos, fast enough to combo from 5A | |description=* B version has a slower start up, and is better for hitting opponents at a distance. Best damage ender for non metered combos, and still fast enough to combo from 5A. 2nd hit has 6 separate hitboxes, but only one hit can occur. | ||
<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_Setsuna_dp+B2.png|2nd hit | LB2_Setsuna_dp+B2.png|2nd hit | ||
Line 588: | Line 591: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 13/1 S 9/1 | |damage= P 13/1 S 9/1 | ||
|startup= | |startup= 16 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
Line 601: | Line 604: | ||
|header=no | |header=no | ||
|damage= P 15/1 S 9/1 | |damage= P 15/1 S 9/1 | ||
|startup= - ( | |startup= - (20 in total) | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
Line 614: | Line 617: | ||
|header=no | |header=no | ||
|damage= P 24/3 S 16/2 | |damage= P 24/3 S 16/2 | ||
|startup= - ( | |startup= - (22 in total) | ||
|active= 2 | |active= 2 | ||
|recovery= 31 | |recovery= 31 | ||
Line 623: | Line 626: | ||
|cancel= P × | |cancel= P × | ||
|tech= Air | |tech= Air | ||
|description=* Setsuna lauches himself forward to deliver a swipe attack. | |description=* Setsuna lauches himself forward to deliver a swipe attack. 1st hit is over head. Unfortunately opponents can air tech making it -22 on hit if air teched immediately, and you can essentially be punished with a full jump in combo for using it if they do, especially if your opponent is in or near a corner. Only safe to use if it will kill. | ||
<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_Setsuna_qcb+B2.png|2nd hit | LB2_Setsuna_qcb+B2.png|2nd hit | ||
Line 639: | Line 642: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= Power 17 Speed 15 | ||
|active= | |active= 4 | ||
|recovery= | |recovery= 34 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= | ||
Line 648: | Line 651: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=* Setsuna reaches for airborne opponent. Will slam opponent into ground if it connects | |description=*Setsuna reaches for airborne opponent. Will slam opponent into ground if it connects | ||
* Setsuna's opponent must be airborne to | * Setsuna's opponent must be airborne to connect. | ||
* unblockable and cannot be deflected. | |||
* starts up faster in speed/ex than power | |||
* the opponent cannot tech roll from this guaranteeing an otg attack or safe armor activation. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 58 | ||
|active= | |active= - | ||
|recovery= | |recovery= 15 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= | ||
Line 671: | Line 677: | ||
|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=* Setsuna charges himself with electricity, giving him a temporary armor | |description=* Setsuna charges himself with electricity, giving him a temporary armor. Armor is active 58F after input. Setsuna is actionable 72F after input. | ||
* Follow up with '''Anonymity - Five Continuation''' ( | * Follow up with '''Anonymity - Five Continuation''' (41236C) to perform a stun attack | ||
* Super armor will nullify hitstun (hitstop still happens but it’s just a visual thing) and allow Setsuna to continue his action. It does not work on anything that has a locked animation or transitions to one (I.e Kojiroh’s dm). This includes all throws (command and normal), fandangos, DM’s (I.e. Washizuka, Hibiki, Akari), guard cancel D attacks, and most SDM’s. Being hit by any of these will cancel the armor instantly. There are safe ways to set up armor, after a dm combo or 623C for example. | |||
*while armor is active you can block and deflect normally. Blocking a weapon attack from a power mode character with armor active does not trigger the rebound animation, allowing you to guard cancel those attacks. This is normally not possible. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 27 | ||
|active= | |active= 2,2,2,2,2 | ||
|recovery= | |recovery= 38 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= +58/-33 | ||
|meter gain= | |meter gain= | ||
|guard= | |guard= | ||
|cancel= | |cancel= All | ||
|tech= | |tech= | ||
|description= On hit this puts the opponent into a lengthy hitstun allowing you to connect whatever you like after. The attack itself is cancelable into any special/dm/fandango or sdm. Acts as another super cancel in power/ex (complete with the red starfield animation) | |description= On hit this puts the opponent into a lengthy hitstun allowing you to connect whatever you like after. Multiple hit boxes but only one will ever connect. The attack itself is cancelable into any special/dm/fandango or sdm on hit. Acts as another super cancel in power/ex (complete with the red starfield animation) and can be used as long as you have armor active. This holds the armor properties until its first active frame. This can only be combo’d after a 6C close to the corner in power mode, or after a launching fandango in speed/ex. It’s slow but it can still connect cleanly after a deflect up close. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= P 21/2, 21/2, 21/2, 21/2, 32/4 S 14/1, 14/1, 14/1, 14/1, 38/4 | |damage= P 21/2, 21/2, 21/2, 21/2, 32/4 S 14/1, 14/1, 14/1, 14/1, 38/4 | ||
|startup= | |startup= 25~75 | ||
|active= 2, 2, 2, 2, 2 | |active= 2, 2, 2, 2, 2 | ||
|recovery= 52 | |recovery= 52 | ||
Line 718: | Line 726: | ||
* Chargeable | * Chargeable | ||
* can negate non dm projectiles | * can negate non dm projectiles | ||
* first hitbox will miss all crouching opponents except Shigen, Juzoh, and Washizuka. | |||
<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"> | ||
Line 735: | Line 744: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 24 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 745: | Line 754: | ||
|tech= | |tech= | ||
|description=* Setsuna call lighting to empower him with a '''Anonymity - Five''' that lasts 10 seconds | |description=* Setsuna call lighting to empower him with a '''Anonymity - Five''' that lasts 10 seconds | ||
Setsuna upgrade body armor effect which grants | Setsuna upgrade body armor effect which grants armor that absorbs 3 hits or lasts 10 seconds; whichever happens first. The main weaknesses is a throw or command grab can instantly taking away its effect. From this state, you have access to 3 (and sometimes 4 if you’re fast enough)'''Anonymity- Five Continuation'''(41236C) or a Super Desperation Move followup. The initial lighting animation can hit opponents in the air or otg. | ||
*anything that beats normal super armor (63214C) will also remove SDM armor instantly. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 42 | ||
|active= | |active= 5 | ||
|recovery= | |recovery= 40 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= | ||
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|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= *Follow up from '''Anonymity - | |description= *Follow up from '''Anonymity - Ultimate''' for a dramatic animation of Setsuna symbolically shattering your opponents soul. Requires all hits of armor to be able to activate. Armor is maintained from input until its first active frame, meaning you can absorb some hits during its startup without the move being stopped. Only combos normally from 6C in power mode. It can connect from one 41336C as a juggle if the sdm activates at the same time 41236C hits, tricking the game into thinking you still have all hits of armor active. | ||
}} | }} | ||
}} | }} | ||
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==Combos== | ==Combos== | ||
===Any Mode=== | ===Any Mode=== | ||
Dash A/B, | Dash A/B, 236A or 623/A/B | ||
j.B 2B 623B | |||
j B | j.B 2B/5B 236236AB | ||
j B, | Armor active 41236C 236236AB | ||
Note: any combo involving his 236236AB Dm will not work on a crouching opponent except for Washizuka, Shigen, and Juzoh. | |||
===Power Mode | ===Power Mode=== | ||
jB 6C 236B 236236AB delay the dm a bit for more hits, does not work in a corner | |||
5A 236A 236236AB 63214C main confirm into dm and one every power setsuna player should learn. If you’re having trouble canceling 5A quickly you can input this as 236A+B~A/236A+C~A. Either input will give you 5A cancelled immediately into 236A. It is safe to activate armor after a dm connects. | |||
j B | J.B 6C 41236AB with sdm armor active. Does not work in a corner | ||
jB, 5A/5B/2B 623B | |||
j.B 6C 41236C 236B 623A/C or 236236AB with armor active. Corner. To cancel 6C into 41236C hold 4 for a short time immediately after pressing 6C to clear the input buffer. | |||
236B 623C | |||
J.B 6C 41236C 41236AB with sdm armor active. Corner. Input the sdm follow up immediately after inputting 41236C. If done correctly it will activate at the same time 41236C connects. | |||
J.B 6C 41236Cx4 623C 6321463214B with sdm armor active, corner. You,re cancelling each 41236C into the next. Builds enough meter to reactivate sdm armor. Stylish combo that hits the damage cap. | |||
===EX Mode Only=== | ===EX Mode Only=== | ||
Dash A/B | Dash A/B 2B 236A 236236AB 41236C | ||
j.B 4A 5A 2A 2B 236A 236236AB 41236C you can always setup armor safely after dm connects. | |||
5A 2A 2B 3C 6321463214B | |||
22A/B 5A 5B 5C 2C 2C 6BC 236B 236236AB delay the dm for more hits | |||
22A/B 5A 5B 5C 2C 2C 6BC 236B 623A/C 5C otg. corner. | |||
===Power and EX Mode=== | ===Power and EX Mode=== | ||
Dash A/B | Dash A/B 236A 236236AB | ||
j B | j B 2B 236A 236236AB | ||
j B | j B 3C 6321463214B | ||
j C | j C 5C 236A 236236AB. | ||
===Speed and EX Mode=== | ===Speed and EX Mode=== | ||
4A 5A 2A 2B 623B | |||
5A 2A 3C 214B gimmicky sweep into overhead. Can catch people blocking low occasionally but it’s not safe on hit. Opponents can air tech after 214B and punish you for using it. | |||
5A 5A 5B 6C 63214C armor setup from 1/2 screen or more. | |||
Dash A/B, 2B 623B | |||
4A 5A 2A 5B/2B 236236AB depending on distance you may need to cancel at the first hit of 5B/2B. | |||
22A/B 5A 5B 5C 2C 2C 6BC 623Ax2 (corner) | |||
A | 22A/B 5A 5B 5C 2C 2C 6BC 236236AB release late for more hits. Works anywhere, requires desperation. | ||
Armor active 41236C 22A/B 5A 5B 5C 2C BC 236B. Use this fandango outside of a corner when not in desperation. The 2nd one listed below does more damage but opponent can air tech and punish you at the end. This one causes a hard knockdown | |||
===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 + 2C + 2C + 6BC | A + B + C + 2C + 2C + 6BC | ||
A + B + C + 2C + BC + 236B | A + B + C + 2C + BC + 236B |
Latest revision as of 08:11, 20 September 2024
Normals
Standing
5A |
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4A |
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5B |
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6B |
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5C |
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6C |
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3B |
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- A, B, and C can cancel in both Power Mode and Speed Mode
- back + A is not cancellable
- forward + B (Power and Speed) is not cancellable
- forward + C in Speed Mode is not cancellable
Dashing normals
Check System if you can't get this to come out
Dashing High |
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Dashing Low |
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Speed Chain
A>A |
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C of A>B>C |
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Crouching
2A |
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2B |
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2C |
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3C |
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Air
jA |
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jB |
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jC |
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Universal Mechanics
Throw C+D |
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5B+C |
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Special Moves
Anonymity - One 236A/B |
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Anonymity - Two 623A/B |
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Anonymity - Three 214B |
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Anonymity - Four 623C |
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Anonymity - Five 63214C |
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Anonymity - Five Continuation 41236C |
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Desperation Moves
Anonymity - Severance 236236AB |
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Super Desperation Moves
Anonymity - Ultimate 6321463214B |
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Anonymity - Ultimate Continuation 41236AB |
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Combos
Any Mode
Dash A/B, 236A or 623/A/B j.B 2B 623B j.B 2B/5B 236236AB Armor active 41236C 236236AB Note: any combo involving his 236236AB Dm will not work on a crouching opponent except for Washizuka, Shigen, and Juzoh.
Power Mode
jB 6C 236B 236236AB delay the dm a bit for more hits, does not work in a corner 5A 236A 236236AB 63214C main confirm into dm and one every power setsuna player should learn. If you’re having trouble canceling 5A quickly you can input this as 236A+B~A/236A+C~A. Either input will give you 5A cancelled immediately into 236A. It is safe to activate armor after a dm connects. J.B 6C 41236AB with sdm armor active. Does not work in a corner jB, 5A/5B/2B 623B j.B 6C 41236C 236B 623A/C or 236236AB with armor active. Corner. To cancel 6C into 41236C hold 4 for a short time immediately after pressing 6C to clear the input buffer. 236B 623C J.B 6C 41236C 41236AB with sdm armor active. Corner. Input the sdm follow up immediately after inputting 41236C. If done correctly it will activate at the same time 41236C connects. J.B 6C 41236Cx4 623C 6321463214B with sdm armor active, corner. You,re cancelling each 41236C into the next. Builds enough meter to reactivate sdm armor. Stylish combo that hits the damage cap.
EX Mode Only
Dash A/B 2B 236A 236236AB 41236C j.B 4A 5A 2A 2B 236A 236236AB 41236C you can always setup armor safely after dm connects. 5A 2A 2B 3C 6321463214B 22A/B 5A 5B 5C 2C 2C 6BC 236B 236236AB delay the dm for more hits 22A/B 5A 5B 5C 2C 2C 6BC 236B 623A/C 5C otg. corner.
Power and EX Mode
Dash A/B 236A 236236AB j B 2B 236A 236236AB j B 3C 6321463214B j C 5C 236A 236236AB.
Speed and EX Mode
4A 5A 2A 2B 623B 5A 2A 3C 214B gimmicky sweep into overhead. Can catch people blocking low occasionally but it’s not safe on hit. Opponents can air tech after 214B and punish you for using it. 5A 5A 5B 6C 63214C armor setup from 1/2 screen or more. Dash A/B, 2B 623B 4A 5A 2A 5B/2B 236236AB depending on distance you may need to cancel at the first hit of 5B/2B. 22A/B 5A 5B 5C 2C 2C 6BC 623Ax2 (corner) 22A/B 5A 5B 5C 2C 2C 6BC 236236AB release late for more hits. Works anywhere, requires desperation. Armor active 41236C 22A/B 5A 5B 5C 2C BC 236B. Use this fandango outside of a corner when not in desperation. The 2nd one listed below does more damage but opponent can air tech and punish you at the end. This one causes a hard knockdown
Super Speed Combos
A + B + C + A + B + C + A + B + 236C A + B + C + A + B + C + C + B + 236B A + B + C + 2C + 2C + 6BC A + B + C + 2C + BC + 236B