-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The Last Blade 2/Moriya Minakata: Difference between revisions
Felsen 2020 (talk | contribs) |
|||
(43 intermediate revisions by 4 users not shown) | |||
Line 2: | Line 2: | ||
==Overview== | ==Overview== | ||
Despite Moriya's incredible set of midrange zoning tools, he remains defined by possessing the greatest mobility option in the game: a nearly instant teleport. These two traits in tandem allow Moriya to heavily dominate every aspect of neutral through largely reactionary play. This all culminates into his setplay which thanks to some advanced techniques essentially translates to a safe 4 way that can ignore recovery rolls. Despite requiring relatively strong execution to bring into his full potential, masters of the character will be able to run circles around the opponent and still find a way to directly beat out many staple pokes. | Despite Moriya's incredible set of midrange zoning tools, he remains defined by possessing the greatest mobility option in the game: a nearly instant teleport. These two traits in tandem allow Moriya to heavily dominate every aspect of neutral through largely reactionary play. This all culminates into his setplay which thanks to some advanced techniques essentially translates to a safe 4 way that can ignore recovery rolls. Despite requiring relatively strong execution to bring into his full potential, masters of the character will be able to run circles around the opponent and still find a way to directly beat out many staple pokes. | ||
<br> | |||
| | <div class="movelist-toggles"> | ||
<div id="movelist-toggle-1" class="movelist-toggle-button"> [[File:Power_Icon.png|50px|link=]]</div> | |||
<div id="movelist-toggle-2" class="movelist-toggle-button"> [[File:Speed_Icon.png|50px|link=]]</div> | |||
<div id="movelist-toggle-3" class="movelist-toggle-button"> [[File:EX_Icon.png|50px|link=]]</div> | |||
</div> | |||
! | <div id="movelist-1" class="movelist"><!-- Power --> | ||
| | {{ProConTable | ||
|pros= | |||
* Strong pokes in neutral | * Strong pokes in neutral | ||
* Easily kills most fireballs on reaction | * Easily kills most fireballs on reaction | ||
* Rewarding anti-airs | * Rewarding anti-airs | ||
* Fast meter build means more GC's, enabling much more passive play than other modes | * Fast meter build means more GC's, enabling much more passive play than other modes | ||
| | |cons= | ||
* Slow jabs | * Slow jabs | ||
* Essential tools extend his hurtbox during startup | * Essential tools extend his hurtbox during startup | ||
* Has difficulty resetting his pressure, forcing hit-and-run style offense | * Has difficulty resetting his pressure, forcing hit-and-run style offense | ||
* Low meterless damage | * Low meterless damage | ||
}}</div> | |||
! | <div id="movelist-2" class="movelist"><!-- Speed--> | ||
| | {{ProConTable | ||
|pros= | |||
* Strong disjointed pokes that can hitconfirm from max range | * Strong disjointed pokes that can hitconfirm from max range | ||
* Easily kills most fireballs on reaction | * Easily kills most fireballs on reaction | ||
Line 28: | Line 30: | ||
* Fairly high damage even from spaced normals | * Fairly high damage even from spaced normals | ||
* Incredible oki | * Incredible oki | ||
| | |cons= | ||
* Slow jabs | * Slow jabs | ||
* Essential tools extend his hurtbox during startup | * Essential tools extend his hurtbox during startup | ||
}}</div> | |||
! | <div id="movelist-3" class="movelist"><!-- EX --> | ||
| | {{ProConTable | ||
|pros= | |||
* Same strengths as speed, now with higher damage enabling 2 hit kill sequences | * Same strengths as speed, now with higher damage enabling 2 hit kill sequences | ||
| | |cons= | ||
* Same weaknesses as speed | * Same weaknesses as speed | ||
* Large defense penalty, mostly offset by how hard Moriya is to pin down | * Large defense penalty, mostly offset by how hard Moriya is to pin down}} | ||
</div> | |||
==Strategy== | ==Strategy== | ||
Line 55: | Line 58: | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= 6 | |startup= 6 | ||
|active= | |active= 1,1 | ||
|recovery= | |recovery= 17 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage= +4/-7, +5/-7 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
Line 69: | Line 72: | ||
|damage= 8/0 | |damage= 8/0 | ||
|startup= 6 | |startup= 6 | ||
|active= | |active= 1,1 | ||
|recovery= | |recovery= 17 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=+4/-11,+5/-10 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= o/o | |cancel= o/o | ||
|tech= | |tech= | ||
|description=Very slow but decently disjointed jab. Primary tool to mash out of pressure or begin blockstrings in speed. Can also serve as a relatively non-commital poke in neutral when the opponent is pressing buttons to stuff 214x. Note that as with many of Moriya's attacks, the hitbox takes a decent amount of time to extend to its full length. | |description=Very slow but decently disjointed jab. Primary tool to mash out of pressure or begin blockstrings in speed. Can also serve as a relatively non-commital poke in neutral when the opponent is pressing buttons to stuff 214x. Note that as with many of Moriya's attacks, the hitbox takes a decent amount of time to extend to its full length. Has 2 hitboxes with minor frame data differences | ||
}} | }} | ||
}} | }} | ||
Line 89: | Line 92: | ||
|version=Power | |version=Power | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= | |startup= 4 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= 15 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage= +6/-9 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
Line 103: | Line 106: | ||
|version=Speed | |version=Speed | ||
|damage= 8 | |damage= 8 | ||
|startup= | |startup= 4 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= 15 | ||
|state= | |state= | ||
|frame advantage= | |frame advantage=+6/-9 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= o/o | |cancel= o/o | ||
|tech= | |tech= | ||
|description=Moriya's fastest normal. Has fairly poor range and is easily stuffed, making it mostly a combo/pressure tool. | |description=Moriya's fastest normal. Has fairly poor range and is easily stuffed, making it mostly a combo/pressure tool. As it hits on frame 4, it’s your go to for quick punish combos. | ||
}} | }} | ||
}} | }} | ||
Line 124: | Line 127: | ||
|version=Power | |version=Power | ||
|damage= 19/2 | |damage= 19/2 | ||
|startup= | |startup= 16 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= 30 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=-9/-24 | ||
|meter gain= | |meter gain= | ||
|guard= H | |guard= H | ||
Line 138: | Line 141: | ||
|version=Speed | |version=Speed | ||
|damage= 14/0 | |damage= 14/0 | ||
|startup= | |startup= 16 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= 30 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=-9/-24 | ||
|meter gain= | |meter gain= | ||
|guard=H | |guard=H | ||
|cancel= o/o | |cancel= o/o | ||
|tech= | |tech= | ||
|description=A special cancelable instant overhead. Can be chained into off other A normals in speed/EX, and can set up a knockdown or confirm super for surprising damage in either mode. Wildly unsafe unless canceled into an A teleport (thus giving up your turn), so use with some caution. | |description=A special cancelable instant overhead. Can be chained into off other A normals in speed/EX, and can set up a knockdown or confirm super for surprising damage in either mode. Wildly unsafe unless canceled into an A teleport (thus giving up your turn), so use with some caution. Mixing this with 3C is a good mixup for chain combos in speed/ex. | ||
}} | }} | ||
}} | }} | ||
Line 159: | Line 162: | ||
|version=Power | |version=Power | ||
|damage= 30/3 | |damage= 30/3 | ||
|startup= | |startup= 14 | ||
|active= 1 | |active= 1 | ||
|recovery= 26 | |recovery= 26 | ||
Line 173: | Line 176: | ||
|version=Speed | |version=Speed | ||
|damage= 16/0 | |damage= 16/0 | ||
|startup= | |startup= 14 | ||
|active= 1 | |active= 1 | ||
|recovery= 26 | |recovery= 26 | ||
Line 195: | Line 198: | ||
|version=Power | |version=Power | ||
|damage= 26/3 | |damage= 26/3 | ||
|startup= | |startup= 20 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= 34 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage= -5/-13 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
Line 209: | Line 212: | ||
|version=Speed | |version=Speed | ||
|damage= 16/0 | |damage= 16/0 | ||
|startup= | |startup= 14 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= 36 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=-8/-28 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
Line 230: | Line 233: | ||
|version=Power | |version=Power | ||
|damage= 50/6 | |damage= 50/6 | ||
|startup= | |startup= 22 | ||
|active= 1 | |active= 1 | ||
|recovery= 33 | |recovery= 33 | ||
Line 244: | Line 247: | ||
|version=Speed | |version=Speed | ||
|damage=23/0 | |damage=23/0 | ||
|startup= | |startup= 15 | ||
|active= 1 | |active= 1 | ||
|recovery= 33 | |recovery= 33 | ||
Line 267: | Line 270: | ||
|startup= 6 | |startup= 6 | ||
|active= 5 | |active= 5 | ||
|recovery= | |recovery= 18 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=0/-15 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
Line 281: | Line 284: | ||
|startup= 6 | |startup= 6 | ||
|active= 5 | |active= 5 | ||
|recovery= | |recovery= 18 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=0/-15 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
Line 300: | Line 303: | ||
|version=Power | |version=Power | ||
|damage= 19/2 | |damage= 19/2 | ||
|startup= | |startup= 11 | ||
|active= 2 | |active= 2 | ||
|recovery= 31 | |recovery= 31 | ||
Line 314: | Line 317: | ||
|version=Speed | |version=Speed | ||
|damage= 16/0 | |damage= 16/0 | ||
|startup= | |startup=11 | ||
|active=2 | |active=2 | ||
|recovery= 31 | |recovery= 31 | ||
Line 334: | Line 337: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 61 | |damage= 61 | ||
|startup= | |startup= 47~67 | ||
|active= 2 | |active= 2 | ||
|recovery= 43 | |recovery= 43 | ||
Line 355: | Line 358: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 19 | |damage= 19 | ||
|startup= | |startup= 23 | ||
|active= 3 | |active= 3 | ||
|recovery= 22 | |recovery= 22 | ||
Line 364: | Line 367: | ||
|cancel= x/x | |cancel= x/x | ||
|tech= Ground/Air | |tech= Ground/Air | ||
|description=Moriya steps forward and then performs a large overhead that can also clip jumping opponents. Staggers crouching opponents or otherwise launches. Unsafe on block. In the majority of pressure situations TP into 3A is more consistent and rewarding (while still not being that much riskier since Moriya's position actually does update during this move's startup), but if the opponent is prone to hold up back this can catch that while still enabling mixups. | |description=Moriya steps forward and then performs a large overhead that can also clip jumping opponents. Staggers crouching opponents or otherwise launches. Unsafe on block. In the majority of pressure situations TP into 3A is more consistent and rewarding (while still not being that much riskier since Moriya's position actually does update during this move's startup), but if the opponent is prone to hold up back this can catch that while still enabling mixups. Moriya can’t chain into this directly from A button attacks. | ||
}} | }} | ||
}} | }} | ||
Line 376: | Line 379: | ||
|version=Power | |version=Power | ||
|damage= 21 | |damage= 21 | ||
|startup= | |startup= 13 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
Line 390: | Line 393: | ||
|version=Speed | |version=Speed | ||
|damage= 21 | |damage= 21 | ||
|startup= | |startup= 13 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
Line 415: | Line 418: | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= 6 | |startup= 6 | ||
|active= | |active= 1,1 | ||
|recovery= 17 | |recovery= 17 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=+3/-7, +4/-7 | ||
|meter gain= | |meter gain= | ||
|guard=L | |guard=L | ||
Line 429: | Line 432: | ||
|damage= 11/0 | |damage= 11/0 | ||
|startup= 6 | |startup= 6 | ||
|active= | |active= 1,1 | ||
|recovery= | |recovery= 18 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=+3/-12, +4/-11 | ||
|meter gain= | |meter gain= | ||
|guard=L | |guard=L | ||
|cancel= x/x | |cancel= x/x | ||
|tech= | |tech= | ||
|description=Quick low that leads to damage in speed/EX. Not as big or disjointed as it looks, but is key to Moriya's pressure in speed/EX thanks to how hard it is to option select in tandem with 3A during chains. | |description=Quick low that leads to damage in speed/EX. Not as big or disjointed as it looks, but is key to Moriya's pressure in speed/EX thanks to how hard it is to option select in tandem with 3A during chains. Note that this has 2 hitboxes, with minor changes to frame data depending on which connects. Rebounds on block in power. | ||
}} | }} | ||
}} | }} | ||
Line 451: | Line 454: | ||
|damage= 35/4 | |damage= 35/4 | ||
|startup= 13 | |startup= 13 | ||
|active= | |active= 1,1 | ||
|recovery= | |recovery= 25 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=+2/-10, +3/-10 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
Line 465: | Line 468: | ||
|damage= 19/0 | |damage= 19/0 | ||
|startup= 13 | |startup= 13 | ||
|active= | |active= 1,1 | ||
|recovery= | |recovery= 25 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=+2/-18, +3/-17 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= o/o | |cancel= o/o | ||
|tech= | |tech= | ||
|description=Decent one button anti-air. Strong hitbox and paints a good portion of the screen, letting it close rounds fairly easily against more aggressive players. Only the first hitbox can be canceled or chained after | |description=Decent one button anti-air. Strong hitbox and paints a good portion of the screen, letting it close rounds fairly easily against more aggressive players. | ||
*Only the first hitbox can be canceled or chained after, meaning that 99% if the time you’ll be using 5B in combos | |||
}} | }} | ||
}} | }} | ||
Line 486: | Line 490: | ||
|startup= 6 | |startup= 6 | ||
|active= 3 | |active= 3 | ||
|recovery= | |recovery= 14 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=+6/-9 | ||
|meter gain= | |meter gain= | ||
|guard=L | |guard=L | ||
Line 500: | Line 504: | ||
|startup= 6 | |startup= 6 | ||
|active= 3 | |active= 3 | ||
|recovery= | |recovery= 14 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage=+6/-9 | ||
|meter gain= | |meter gain= | ||
|guard=L | |guard=L | ||
|cancel= o/o | |cancel= o/o | ||
|tech= N/A | |tech= N/A | ||
|description=Fast low that links into | |description=Fast low that links into 4A to start combos. In all modes this is your go-to low during oki situations or off jump-ins as it is the hardest to fuzzy block and synergizes well with 82 oki. | ||
}} | }} | ||
}} | }} | ||
Line 518: | Line 522: | ||
|version=Power | |version=Power | ||
|damage= 24/2 | |damage= 24/2 | ||
|startup= | |startup= 10 | ||
|active= | |active= 2 | ||
|recovery= | |recovery= 32 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage= -/-25 | ||
|meter gain= | |meter gain= | ||
|guard=L | |guard=L | ||
Line 532: | Line 536: | ||
|version=Speed | |version=Speed | ||
|damage= 19/0 | |damage= 19/0 | ||
|startup= | |startup= 10 | ||
|active= | |active= 2 | ||
|recovery= | |recovery= 32 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage= -/-25 | ||
|meter gain= | |meter gain= | ||
|guard=L | |guard=L | ||
Line 554: | Line 558: | ||
|version=Power | |version=Power | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= | |startup= 6 | ||
|active= 4 | |active= 4 | ||
|recovery=N/A | |recovery=N/A | ||
Line 568: | Line 572: | ||
|version=Speed | |version=Speed | ||
|damage= 11/0 | |damage= 11/0 | ||
|startup= | |startup= 6 | ||
|active= 4 | |active= 4 | ||
|recovery= N/A | |recovery= N/A | ||
Line 577: | Line 581: | ||
|cancel= x/x | |cancel= x/x | ||
|tech= Air | |tech= Air | ||
|description=A fast air normal with a deceptively useful hitbox (and it already looks pretty good). Neutral jumping and slightly delaying this normal can make it incredibly difficult for characters reliant on hops for approaches to get in while still covering many common anti-airs. Can also be a decent jump-in as | |description=A fast air normal with a deceptively useful hitbox (and it already looks pretty good). Neutral jumping and slightly delaying this normal can make it incredibly difficult for characters reliant on hops for approaches to get in, while still covering many common anti-airs. Can also be a decent jump-in as speed/EX Moriya get a full combo from even max range. | ||
}} | }} | ||
}} | }} | ||
Line 587: | Line 591: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|version=Power | |version=Power | ||
|damage= | |damage= 26/3 | ||
|startup= | |startup= 14 | ||
|active= 4 | |active= 4 | ||
|recovery=N/A | |recovery=N/A | ||
Line 602: | Line 606: | ||
|version=Speed | |version=Speed | ||
|damage= 13/0 | |damage= 13/0 | ||
|startup= | |startup= 14 | ||
|active= 4 | |active= 4 | ||
|recovery= N/A | |recovery= N/A | ||
Line 622: | Line 626: | ||
|version=Power | |version=Power | ||
|damage= 13/1 | |damage= 13/1 | ||
|startup= | |startup= 5 | ||
|active= 6 | |active= 6 | ||
|recovery= N/A | |recovery= N/A | ||
Line 636: | Line 640: | ||
|version=Speed | |version=Speed | ||
|damage= 11/0 | |damage= 11/0 | ||
|startup= | |startup= 5 | ||
|active= 6 | |active= 6 | ||
|recovery= N/A | |recovery= N/A | ||
Line 642: | Line 646: | ||
|frame advantage= N/A | |frame advantage= N/A | ||
|meter gain= | |meter gain= | ||
|guard= | |guard=H | ||
|cancel= x/x | |cancel= x/x | ||
|tech= Air | |tech= Air | ||
Line 658: | Line 662: | ||
|version=Power | |version=Power | ||
|damage= 26/3 | |damage= 26/3 | ||
|startup= | |startup= 13 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
Line 672: | Line 676: | ||
|version=Speed | |version=Speed | ||
|damage= 19/0 | |damage= 19/0 | ||
|startup= | |startup= 13 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
Line 692: | Line 696: | ||
|version=Power | |version=Power | ||
|damage= 26/3 | |damage= 26/3 | ||
|startup= | |startup= 11 | ||
|active= 10 | |active= 10 | ||
|recovery= | |recovery= | ||
Line 706: | Line 710: | ||
|version=Speed | |version=Speed | ||
|damage= 19/0 | |damage= 19/0 | ||
|startup= | |startup= 11 | ||
|active= 10 | |active= 10 | ||
|recovery= | |recovery= | ||
Line 727: | Line 731: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 15 | |damage= 15 | ||
|startup= | |startup= 8 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage= +1/-14 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= o/o | |cancel= o/o | ||
|tech= | |tech= | ||
|description=Combo filler. Does less damage than 5a>2a | |description=Combo filler. Does less damage than 5a>2a, but it combos from slightly farther away making it decent for the first rep of a TP loop. Frame advantage assumes you do nothing after this hits or is blocked. Following with 3C or 3A can make a mix after this, but it’s not as quick as 5A 2A 3C/3A | ||
}} | }} | ||
}} | }} | ||
Line 750: | Line 754: | ||
|damage= 22 | |damage= 22 | ||
|startup= 11 | |startup= 11 | ||
|active= | |active=1,1 | ||
|recovery= | |recovery=28 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage= -1/-14 | ||
|meter gain= | |meter gain= | ||
|guard=M | |guard=M | ||
|cancel= o/o | |cancel= o/o | ||
|tech= | |tech= | ||
|description= Exists to be TP canceled. Massive frame advantage on hit if canceled into 412B>AC allowing for a fairly easy hitconfirmable infinite that does good damage. Can also be canceled into 412A>AC on block to make virtually any speed chain safe, and is difficult enough to react to that resetting pressure with 412B>AC or even 412C is very practical. Be warned that there is a large gap when using an aggressive teleport, allowing the opponent to mash out. This can however be baited in a number of ways, most notably either by canceling TP into deflect or using the A TP immediately before attempting a B TP. | |description= Exists to be TP canceled. Massive frame advantage on hit if canceled into 412B>AC allowing for a fairly easy hitconfirmable infinite that does good damage. Can also be canceled into 412A>AC on block to make virtually any speed chain safe, and is difficult enough to react to that resetting pressure with 412B>AC or even 412C is very practical. Be warned that there is a large gap when using an aggressive teleport, allowing the opponent to mash out. This can however be baited in a number of ways, most notably either by canceling TP into deflect or using the A TP immediately before attempting a B TP. While it is negative on hit when you do nothing after, cancelling into B teleport gives it enough + frames to combo any A or C attack (minus 6C) | ||
}} | }} | ||
}} | }} | ||
Line 768: | Line 772: | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 47 | |damage= 47 | ||
|startup= | |startup= 11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 806: | Line 810: | ||
|version=Power A | |version=Power A | ||
|damage= - | |damage= - | ||
|startup= | |startup= 23 | ||
|active= - | |active= - | ||
|recovery= - | |recovery= - | ||
Line 820: | Line 824: | ||
|version=Speed A | |version=Speed A | ||
|damage= - | |damage= - | ||
|startup= | |startup= 23 | ||
|active= - | |active= - | ||
|recovery= - | |recovery= - | ||
Line 829: | Line 833: | ||
|cancel= ×/× | |cancel= ×/× | ||
|tech= - | |tech= - | ||
|description=A rekka which can be combo'd into from incredibly far away. Follow up hits are performed by repeating the 236A input. The first and second hits are super cancelable in power/EX, | |description=A rekka which can be combo'd into from incredibly far away. Follow up hits are performed by repeating the 236A input. The first and second hits are super cancelable in power/EX, cancelling the first into dm for full hits from the dm is best in combos. The second hit of the rekka is unique as in power or EX it will launch the opponent upwards, but in speed it will keep the opponent grounded. Serves mostly as a combo ender if you're unsure whether you're in range for DP. Both versions can be canceled into either 214A/B//C or 623A/B for first 2 rekkas of A version, and first 3 of B version. | ||
}} | }} | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|version=Power B | |version=Power B | ||
|damage= 24/3 | |damage= 24/3 | ||
|startup= | |startup= 33 | ||
|active= 2 | |active= 2 | ||
|recovery= 72 | |recovery= 72 | ||
Line 848: | Line 852: | ||
|version=Speed B | |version=Speed B | ||
|damage= 21/2 | |damage= 21/2 | ||
|startup= | |startup= 33 | ||
|active= 2 | |active= 2 | ||
|recovery= 72 | |recovery= 72 | ||
Line 857: | Line 861: | ||
|cancel= ×/× | |cancel= ×/× | ||
|tech= Air | |tech= Air | ||
|description=A slower, fullscreen version of the rekka which can be canceled into itself 4 times for a knockdown in | |description=A slower, fullscreen version of the rekka which can be canceled into itself 4 times for a huge damage super cancel for power/ex or a knockdown in speed mode. Can still be super canceled, however there are no real ways to combo into it. Pretty much entirely a gimmick for players that don't know how to abare. Only guaranteed after a deflect or from a big punish opportunity. In speed mode you can link a fandango (22A/B) after the 3rd rekka as it launches higher than normal. In power mode 236Bx4 into dm is around 160 damage by itself. | ||
}} | }} | ||
}} | }} | ||
Line 883: | Line 887: | ||
|version=Power A | |version=Power A | ||
|damage= 30 | |damage= 30 | ||
|startup= | |startup= 15 | ||
|active= 2 | |active= 2,2 | ||
|recovery= | |recovery= | ||
|state= Any | |state= Any | ||
Line 897: | Line 901: | ||
|version=Speed A | |version=Speed A | ||
|damage= 21 | |damage= 21 | ||
|startup= | |startup= 15 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
Line 907: | Line 911: | ||
|tech= Air | |tech= Air | ||
|description=An extended long slash whose late hit can clash with projectiles. By holding the button, you can delay the move. Delaying it long enough will expand its hitbox to reach nearly fullscreen (indicated by Moriya flashing). Additionally the stance can be canceled at any time by pressing D, however the cancel will take longer depending on how long Moriya was in stance. The first hit of the move can also be canceled by pressing D with good timing, allowing juggles that would normally be impossible or making tech chases significantly safer. Be warned that on all versions the hurtbox will extend a frame before the hitbox, meaning you could potentially get stuffed by pre-emptive pokes at closer ranges (however this is unlikely and will often be too far to combo). | |description=An extended long slash whose late hit can clash with projectiles. By holding the button, you can delay the move. Delaying it long enough will expand its hitbox to reach nearly fullscreen (indicated by Moriya flashing). Additionally the stance can be canceled at any time by pressing D, however the cancel will take longer depending on how long Moriya was in stance. The first hit of the move can also be canceled by pressing D with good timing, allowing juggles that would normally be impossible or making tech chases significantly safer. Be warned that on all versions the hurtbox will extend a frame before the hitbox, meaning you could potentially get stuffed by pre-emptive pokes at closer ranges (however this is unlikely and will often be too far to combo). | ||
This version is at a diagonal angle upwards; making it useful as | This version is at a diagonal angle upwards; making it useful as a low commitment anti-air, tech chase, and combo too. Can hit the big bodies standing or dashing, making this your primary grounded poke in those matchups as well. Startup listed is when the first hit box appears. All version can be held up to 200F at which point they release on their own. After 110F they gain a small damage boost. All versions are air unblockable | ||
}} | }} | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|version=Power B | |version=Power B | ||
|damage= 28 | |damage= 28 | ||
|startup= | |startup= 15 | ||
|active= 2 | |active= 2,2 | ||
|recovery= - | |recovery= - | ||
|state= Any | |state= Any | ||
Line 926: | Line 930: | ||
|version=Speed B | |version=Speed B | ||
|damage= 21 | |damage= 21 | ||
|startup= | |startup= 15 | ||
|active= 2 | |active= 2,2 | ||
|recovery= - | |recovery= - | ||
|state= Any | |state= Any | ||
Line 940: | Line 944: | ||
|version=Power C | |version=Power C | ||
|damage= 28 | |damage= 28 | ||
|startup= | |startup= 16 | ||
|active= 2 | |active= 2 | ||
|recovery= - | |recovery= - | ||
Line 954: | Line 958: | ||
|version=Speed C | |version=Speed C | ||
|damage= 21 | |damage= 21 | ||
|startup= | |startup= 16 | ||
|active= 2 | |active= 2 | ||
|recovery= - | |recovery= - | ||
Line 972: | Line 976: | ||
|caption=A version | |caption=A version | ||
|image2=LB2_Moriya_dp+B.png | |image2=LB2_Moriya_dp+B.png | ||
|caption2=B version | |caption2=B version (1st hitbox) | ||
|name=Glancing Blade New Moon | |name=Glancing Blade New Moon | ||
|data= | |data= | ||
Line 978: | Line 982: | ||
|version=Power A | |version=Power A | ||
|damage= | |damage= | ||
|startup= | |startup= 4 | ||
|active= | |active= 1,4 | ||
|recovery= | |recovery= 43 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage= | ||
Line 992: | Line 996: | ||
|version=Speed A | |version=Speed A | ||
|damage= | |damage= | ||
|startup= | |startup= 4 | ||
|active= | |active= 1,4 | ||
|recovery= | |recovery= 43 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage= | ||
Line 1,001: | Line 1,005: | ||
|cancel= ×/× | |cancel= ×/× | ||
|tech= Ground/None | |tech= Ground/None | ||
|description=Multi-hit DP that serves as Moriya's fastest dedicated anti-air. Won't cause a hard knockdown on the first hit, however it can be followed up with 623B in speed/EX in order to deal massive damage and gain phenominal oki. As such this is your main combo ender in those modes. The follow up can be made consistent at longer ranges by delaying the rekka. | |description=Multi-hit DP that serves as Moriya's fastest dedicated anti-air. Won't cause a hard knockdown on the first hit, however it can be followed up with 623B in speed/EX in order to deal massive damage and gain phenominal oki. As such this is your main combo ender in those modes. The follow up can be made consistent at longer ranges by delaying the rekka. Main combo ender in power for short combos as it will cause a soft knockdown you can tech chase after if the opponent recovers. From farther out the 2nd hitbox (anti air hit box for that purpose) is active on frame 6. There is a 1F gap between the first and second hitboxes. Recovery listed is power mode by itself and speed/ex mode if not followed up with 623B | ||
<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_Moriya_dp+A2.png|2nd hitbox | LB2_Moriya_dp+A2.png|2nd hitbox | ||
Line 1,009: | Line 1,013: | ||
|version=Power B | |version=Power B | ||
|damage= | |damage= | ||
|startup= | |startup= 15 | ||
|active= | |active= 1,2,2 | ||
|recovery= | |recovery= 29 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage= | ||
Line 1,023: | Line 1,027: | ||
|version=Speed B | |version=Speed B | ||
|damage= - | |damage= - | ||
|startup= | |startup= 15 | ||
|active= | |active= 1,2,2 | ||
|recovery= - | |recovery= - | ||
|state= Any | |state= Any | ||
Line 1,032: | Line 1,036: | ||
|cancel= ×/× | |cancel= ×/× | ||
|tech= Air | |tech= Air | ||
|description=A slower version of the above move that covers a larger | |description=A slower version of the above move that covers a larger horizontal space. Has less recovery than the A version for some reason, but still horribly unsafe on block | ||
*This version is only really safe to use in speed/ex after 623A since it will cause a hard knockdown in that sequence. By itself in any mode the opponent can air recover (even off an anti air hit) and potentially punish you. 1F gap between the first 2 hitboxes | |||
<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_Moriya_dp+B2.png|2nd hit | LB2_Moriya_dp+B2.png|2nd hit | ||
Line 1,108: | Line 1,114: | ||
|version=Power | |version=Power | ||
|damage= 86/16 | |damage= 86/16 | ||
|startup= | |startup= 19 | ||
|active= | |active= 16 hit boxes active for 2F each, with varying gaps between hits | ||
|recovery= | |recovery= 39 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage= | ||
Line 1,122: | Line 1,128: | ||
|version=Speed | |version=Speed | ||
|damage=76/16 | |damage=76/16 | ||
|startup= | |startup= 19 | ||
|active= | |active= same as power | ||
|recovery= | |recovery= 39 | ||
|state= Any | |state= Any | ||
|frame advantage= | |frame advantage= | ||
Line 1,131: | Line 1,137: | ||
|cancel= x/x | |cancel= x/x | ||
|tech= Ground | |tech= Ground | ||
|description=A multihit super which can be delayed by holding the button. Does a massive amount of chip, but is very easy to GC so it's very situational in that regard. Primarily used as a combo ender to close a round, however it is prone to uncombo on airborn opponents making the damage inconsistent | |description=A multihit super which can be delayed by holding the button. Does a massive amount of chip, but is very easy to GC so it's very situational in that regard. Primarily used as a combo ender to close a round, however it is prone to uncombo on airborn opponents making the damage inconsistent (the lower slashes can’t juggle) If the super uncombos when the opponent would have otherwise died to the previous hit, they will still die upon hitting the ground. Can find some niche use as an anti-air just because of how much space it takes up. Air unblockable | ||
}} | }} | ||
}} | }} | ||
Line 1,145: | Line 1,151: | ||
|data= | |data= | ||
{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= 110/4 | ||
|startup= | |startup= 23 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 1,155: | Line 1,161: | ||
|cancel= x/x | |cancel= x/x | ||
|tech= None | |tech= None | ||
|description=Moriya quickly runs forwards, playing a very damaging cinematic upon hitting an opponent. Surprisingly decent counter-poke or frame trap, however combos into it typically don't add much damage. | |description=Moriya quickly runs forwards, playing a very damaging cinematic upon hitting an opponent. Surprisingly decent counter-poke or frame trap, however combos into it typically don't add much damage. Air unblockable. | ||
}} | }} | ||
}} | }} | ||
Line 1,161: | Line 1,167: | ||
==Combos== | ==Combos== | ||
===Any Mode=== | ===Any Mode=== | ||
*Dash A/B, | *Dash A/B, 623A/214x/641236AB | ||
*Dash A/B, 236A(x3) | *Dash A/B, 236A(x3) | ||
*jB, 5B | *jB, 5B 214x/623A | ||
*jB, 5B, 236A(x3)(5C/3B otg in power/ex) | |||
*jB, 5A/B, 641236AB | |||
*jB, 5B, 236A( | *2C 4A any special or 641236AB | ||
*236B(x3) 623A/214A 641236AB | |||
*jB, 5A/B, | *5B 412B AC 4A/5A/5C any special or 641236AB | ||
*236B(x3) | *2C 4Ax2 any special or 641236AB | ||
*4Ax3 any special or 641236AB | |||
*5B/4B 412B (A+C) 4A/5A/5C any special or 641236AB | |||
===Power Mode | ===Power Mode=== | ||
*jB, 6C, 214B | *jB, 6C, 214B | ||
*jB, 6C, | *jB, 6C, 214A~D 623A, 3B corner | ||
*jB, 6C, 641236AB | *jB, 6C, 641236AB | ||
*4Ax2/3 623A/214x/641236AB | |||
*2C 4A 623A/214x/641236AB | |||
*jB 4/5B 412B~AC 4A 641236AB | |||
*6C 641236B | |||
*5A 641236AB good for a quick punish | |||
*4B/5B 236Ax2 214A(D after hit)x2 623A 3B/5C otg. Corner | |||
*4B/5B 236Ax2 214A (2hits) 623A 3B. Slightly more damage than above, but less style | |||
===Speed Mode Only=== | ===Speed Mode Only=== | ||
* | *236Bx3, 214A (D after hit)x2 623A 623B corner | ||
*236Bx3, 22A/B 5A 5B 5C 5A 5B 5C 5C 5B 5A 236C | |||
===EX Mode Only=== | ===EX Mode Only=== | ||
*Dash A/B>5B, 641236B | *Dash A/B>5B, 641236B | ||
* | *4A>A>A>5B, 631236B | ||
* | *2C 4A 5A 2A 5B 236A(x2), 214A(D after hit)x2 623A 623B, 3B (corner) | ||
*chain to 5B 236A 641236AB | |||
===Power and EX Mode=== | ===Power and EX Mode=== | ||
Line 1,193: | Line 1,209: | ||
*236B(x3), 623A 623B, 663BCD | *236B(x3), 623A 623B, 663BCD | ||
*jB, 4A>A>A>5B 236A(x2) 623a 623b, 663BCD | *jB, 4A>A>A>5B 236A(x2) 623a 623b, 663BCD | ||
: Requires delayed 623a in EX | : Requires delayed or a dash 623a in EX depending on distance. Bnb in either mode. In ex mode it’s easier to do the 3rd 236A rekka for marginally less damage. | ||
*jB, 5A>B>C | *jB, 5A>B>C | ||
: Autocombo. No reason to go for this other than ease of execution. | : Autocombo. No reason to go for this other than ease of execution. | ||
*jB, 4A>A>A>5B 6C | *jB, 4A>A>A>5B 6C | ||
*2C 4A>2A>3A>214C | |||
: low, high, low, high, low combo | |||
*5A>2A>3A 623A>623B or 641236AB. | |||
: This is used often for a mixup leading to decent damage and knockdown. | |||
*5A>2A>3C | |||
: mix in with above combo to keep them guessing after 2A | |||
*BC, 214B | *BC, 214B | ||
*Dash A/B>2B | *Dash A/B>2B>BC 214A/B(D after hit) 623A>623B 3B. | ||
: 623A>623B is far easier to connect after a BC than doing the full combo but this is possible. Corner only. | |||
*236B(x3) 641236AB | *236B(x3) 641236AB | ||
: Becomes a cancel in EX, but there's also no reason to only use 3 rekkas in | : Becomes a cancel in EX, but there's also no reason to only use 3 rekkas in ex. Only works after a deflect or as a punish to something with a lot of recovery. | ||
*jB, (5A>2A>5B 412B, AC,)x2, 4A>A>5B 236a(x2) 623A>623B, 3B | *jB, (5A>2A>5B 412B, AC,)x2, 4A>A>5B 236a(x2) 623A>623B, 3B | ||
: Moriya's teleport loop | : Moriya's teleport loop | ||
*jB, 5A>2A>5B 412B, AC, 4a>2a>5b 236a(x2) 623a>623B, 3B | *jB, 5A>2A>5B 412B, AC, 4a>2a>5b 236a(x2) 623a>623B, 3B | ||
: Some formats limit Moriya teleport to one use per combo, in which case use this. The damage difference is slight so this is also worth going for if you're not consistent with the loop yet. | : Some formats limit Moriya teleport to one use per combo, in which case use this. The damage difference is slight so this is also worth going for if you're not consistent with the loop yet. | ||
*22A/B A + B + C + 2C + A + 2C + 6BC, | *5A>2A>5B 412B, AC, 5C 623A 623B/641236AB | ||
: Anti-air deflect conversion | :variation of the above. Some rule sets use this as a bnb to prevent any attacks from being looped after a teleport as 5C can’t be linked to other normals. | ||
*22A/B A + B + C + 2C + A + 2C + 6BC,412C (hold release A) 623A>623B 3B | |||
: Anti-air deflect conversion for style. | |||
*5A 5B 22A/B or 5A 2A 5B 22A/B. True 50/50 fandango setup at point blank on hit. | |||
===Super Speed Combos=== | ===Super Speed Combos=== |
Latest revision as of 04:52, 17 April 2024
Overview
Despite Moriya's incredible set of midrange zoning tools, he remains defined by possessing the greatest mobility option in the game: a nearly instant teleport. These two traits in tandem allow Moriya to heavily dominate every aspect of neutral through largely reactionary play. This all culminates into his setplay which thanks to some advanced techniques essentially translates to a safe 4 way that can ignore recovery rolls. Despite requiring relatively strong execution to bring into his full potential, masters of the character will be able to run circles around the opponent and still find a way to directly beat out many staple pokes.
Strengths | Weaknesses |
---|---|
|
|
Strengths | Weaknesses |
---|---|
|
|
Strengths | Weaknesses |
---|---|
|
|
Strategy
Normals
Standing
5A
|
---|
4A
|
---|
3A
|
---|
5B
|
---|
4B
|
---|
6B
|
---|
5C
|
---|
6C
|
---|
BC(Power)
|
---|
BC(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>B
|
---|
5A>B>C |
---|
- All moves in this section are exclusive to speed/EX mode
Special Moves
Glancing Blade Moonlight 236A/B
|
---|
Glancing Blade Haze 214A/B/C/D
|
---|
Glancing Blade New Moon 623A/B |
---|
Sash Blade Moonwalk 412A/B/C |
---|
Desperation Moves
Life and Death Moonlight Flash 641236AB |
---|
Super Desperation Moves
Life and Death Wild Season 641236B |
---|
Combos
Any Mode
- Dash A/B, 623A/214x/641236AB
- Dash A/B, 236A(x3)
- jB, 5B 214x/623A
- jB, 5B, 236A(x3)(5C/3B otg in power/ex)
- jB, 5A/B, 641236AB
- 2C 4A any special or 641236AB
- 236B(x3) 623A/214A 641236AB
- 5B 412B AC 4A/5A/5C any special or 641236AB
- 2C 4Ax2 any special or 641236AB
- 4Ax3 any special or 641236AB
- 5B/4B 412B (A+C) 4A/5A/5C any special or 641236AB
Power Mode
- jB, 6C, 214B
- jB, 6C, 214A~D 623A, 3B corner
- jB, 6C, 641236AB
- 4Ax2/3 623A/214x/641236AB
- 2C 4A 623A/214x/641236AB
- jB 4/5B 412B~AC 4A 641236AB
- 6C 641236B
- 5A 641236AB good for a quick punish
- 4B/5B 236Ax2 214A(D after hit)x2 623A 3B/5C otg. Corner
- 4B/5B 236Ax2 214A (2hits) 623A 3B. Slightly more damage than above, but less style
Speed Mode Only
- 236Bx3, 214A (D after hit)x2 623A 623B corner
- 236Bx3, 22A/B 5A 5B 5C 5A 5B 5C 5C 5B 5A 236C
EX Mode Only
- Dash A/B>5B, 641236B
- 4A>A>A>5B, 631236B
- 2C 4A 5A 2A 5B 236A(x2), 214A(D after hit)x2 623A 623B, 3B (corner)
- chain to 5B 236A 641236AB
Power and EX Mode
- 236B(x4), 641236AB
- jB, 5B 236A 641236AB
- Dash A/B 641236B
Speed and EX Mode
- 236B(x3), 623A 623B, 663BCD
- jB, 4A>A>A>5B 236A(x2) 623a 623b, 663BCD
- Requires delayed or a dash 623a in EX depending on distance. Bnb in either mode. In ex mode it’s easier to do the 3rd 236A rekka for marginally less damage.
- jB, 5A>B>C
- Autocombo. No reason to go for this other than ease of execution.
- jB, 4A>A>A>5B 6C
- 2C 4A>2A>3A>214C
- low, high, low, high, low combo
- 5A>2A>3A 623A>623B or 641236AB.
- This is used often for a mixup leading to decent damage and knockdown.
- 5A>2A>3C
- mix in with above combo to keep them guessing after 2A
- BC, 214B
- Dash A/B>2B>BC 214A/B(D after hit) 623A>623B 3B.
- 623A>623B is far easier to connect after a BC than doing the full combo but this is possible. Corner only.
- 236B(x3) 641236AB
- Becomes a cancel in EX, but there's also no reason to only use 3 rekkas in ex. Only works after a deflect or as a punish to something with a lot of recovery.
- jB, (5A>2A>5B 412B, AC,)x2, 4A>A>5B 236a(x2) 623A>623B, 3B
- Moriya's teleport loop
- jB, 5A>2A>5B 412B, AC, 4a>2a>5b 236a(x2) 623a>623B, 3B
- Some formats limit Moriya teleport to one use per combo, in which case use this. The damage difference is slight so this is also worth going for if you're not consistent with the loop yet.
- 5A>2A>5B 412B, AC, 5C 623A 623B/641236AB
- variation of the above. Some rule sets use this as a bnb to prevent any attacks from being looped after a teleport as 5C can’t be linked to other normals.
- 22A/B A + B + C + 2C + A + 2C + 6BC,412C (hold release A) 623A>623B 3B
- Anti-air deflect conversion for style.
- 5A 5B 22A/B or 5A 2A 5B 22A/B. True 50/50 fandango setup at point blank on hit.
Super Speed Combos
A + B + C + A + B + C + A + B + 236C (109 Damage) A + B + C + A + B + C + C + B + A + 236C (138 damage) A + B + C + 2C + A + 2C + 6BC (96 Damage) A + B + C + 2C + A + 6BC + A + B + 236B (134 Damage)
Videos
The above video demonstrates advanced forms of Moriya okizeme, taking heavy advantage of run canceling (performed by quickly tapping up then down after running through an opponent)