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The Last Blade 2/Kouryu: Difference between revisions
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{{The Last Blade 2 Character Intro|char=Kouryu|sub=0|content= | |||
==Unlocking== | ==Unlocking== | ||
You can access Kouryu by highlighting Kaede at the character select screen, and pressing C 10 times, B 5 times, and C 4 more times. | You can access Kouryu by highlighting Kaede at the character select screen, and pressing C 10 times, B 5 times, and C 4 more times. If you perform this correctly, you'll hear his voice, then you can select him with A or D. | ||
'''N.B. Kouryu is not playable on the MVS arcade versions of The Last Blade 2''' | |||
==Overview== | ==Overview== | ||
The resident boss character of LB2, Kouryu is designed to | The resident boss character of LB2, Kouryu is designed to extremely challenging to fight. Armed with a phenomenal set of fullscreen zoning tools, incredibly high damage output, the fastest dashes in the game, and ludicrous pressure extensions, Kouryu dominates virtually all aspects of the game with ease. | ||
| | Kouryu is ideally played as a projectile zoner, abusing his 236A and large disjoints to keep the opponent at bay while racking up chip. This gameplan is incredibly effective despite being simple, and Kouryu is still able to go on the offensive when called for. His incredible run and backdash synergize well with his advancing 4A to force the opponent into blocking many safe, high damage mixups. In speed/EX mode he is also capable of starting his offense from mid range by utilizing chains from 5A to repeatedly frame trap the opponent, likely from outside their ideal range. Kouryu's very free-form playstyle makes him very difficult to pin down initially, though his disadvantage state cannot be ignored as he is effectively unable to crouch, making it essential that you have a contingency plan in mind if the opponent successfully defends against you. Despite this, many of Kouryu's moves have massively skewed risk/reward in his favor, so as long as you avoid overextending very few characters can legitimately start their offense in practice. | ||
<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> | ||
* Virtually unbeatable fireball (best zoning tools of any mode) | <div id="movelist-1" class="movelist"><!-- Power --> | ||
{{ProConTable | |||
|pros= * Virtually unbeatable fireball (best zoning tools of any mode) | |||
* Gigantic, damaging disjoints | * Gigantic, damaging disjoints | ||
* High mobility | * High mobility | ||
Line 23: | Line 25: | ||
* Racks up chip safely from anywhere on the screen | * Racks up chip safely from anywhere on the screen | ||
* Capable of switching to speed mode at will | * Capable of switching to speed mode at will | ||
| | |cons = * Large hurtbox and weak recovery rolls leave him susceptable to many character specific forms of pressure | ||
* Large hurtbox and weak recovery rolls leave him susceptable to many character specific forms of pressure | * Maintaining an advantage state is somewhat meter reliant}} | ||
* Maintaining an advantage state is somewhat meter reliant | </div> | ||
<div id="movelist-2" class="movelist"><!-- Speed --> | |||
! | {{ProConTable | ||
| | |pros=* Virtually unbeatable fireball | ||
* Virtually unbeatable fireball | |||
* Gigantic, damaging disjoints | * Gigantic, damaging disjoints | ||
* High mobility | * High mobility | ||
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* Pseudo block infinite allows for easy pressure resets | * Pseudo block infinite allows for easy pressure resets | ||
* Capable of switching to power mode at will | * Capable of switching to power mode at will | ||
| | |cons =* Large hurtbox and weak recovery rolls leave him susceptable to many character specific forms of pressure}} | ||
* Large hurtbox and weak recovery rolls leave him susceptable to many character specific forms of pressure | </div> | ||
<div id="movelist-3" class="movelist"><!-- EX --> | |||
! | {{ProConTable | ||
| | |pros=* Same strengths as speed, though with much higher damage and being unable to switch modes | ||
* Same strengths as speed, though with much higher damage and being unable to switch modes | |||
* High guaranteed chip from stray blocked normals/fireballs | * High guaranteed chip from stray blocked normals/fireballs | ||
| | |cons =* Large hurtbox and weak recovery rolls leave him susceptable to many character specific forms of pressure | ||
* Large hurtbox and weak recovery rolls leave him susceptable to many character specific forms of pressure | * Notable defense penalty}} | ||
* Notable defense penalty | </div> | ||
}} | |||
==Normals== | ==Normals== | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 6 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
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|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description= Fairly slow but massive jab that can confirm for an absurd amount of damage in any mode. Primarily used as either a fast poke or to check the opponent after a dash. | |description= Fairly slow but massive jab that can confirm for an absurd amount of damage in any mode. Primarily used as either a fast poke or to check the opponent after a dash. Links to itself and 4A | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 5 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
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|cancel= | |cancel= | ||
|tech= | |tech= | ||
|description=Your fastest button, and also your optimal grounded combo starter (when you're not already in a situation to get damage cap off everything else). Best button to mash out of pressure, and makes up the majority of your own stagger pressure. Has solid range so it very consistently links into itself or | |description=Your fastest button, and also your optimal grounded combo starter (when you're not already in a situation to get damage cap off everything else). Best button to mash out of pressure, and makes up the majority of your own stagger pressure. Has solid range so it very consistently links into itself or 5A. In speed/ex when used in chains it move Kouryu forward slightly allowing for some really silly jab chain loops. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 16 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 10 | ||
|active= 4 | |active= 4 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 11 | ||
|active= 3 | |active= 3 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 48-68 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 25 | ||
|active= 3 | |active= 3 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 10 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 16 | ||
|active= 3 | |active= 3 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 7 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 13 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 10 | ||
|active= 2 | |active= 2 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 13 | ||
|active= 2 | |active= 2 | ||
|recovery=N/A | |recovery=N/A | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 5 | ||
|active= 4 | |active= 4 | ||
|recovery= N/A | |recovery= N/A | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 23 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 1 | ||
|active= 37 | |active= 37 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 15 | ||
|active= 5 | |active= 5 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 21 | ||
|active= 1 | |active= 1 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 30 | ||
|active= 8 | |active= 8 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= | |damage= | ||
|startup= | |startup= 20 | ||
|active= 1 | |active= 1 | ||
|recovery= | |recovery= | ||
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{{AttackData-LB2 | {{AttackData-LB2 | ||
|damage= 180 | |damage= 180 | ||
|startup= | |startup= 23 | ||
|active= 21 | |active= 21 | ||
|recovery= | |recovery= | ||
Line 572: | Line 568: | ||
}} | }} | ||
}} | }} | ||
{{Navbox LB2}} | {{Navbox LB2}} | ||
[[Category:The Last Blade 2]] | [[Category:The Last Blade 2]] |
Latest revision as of 08:20, 20 September 2024
Unlocking
You can access Kouryu by highlighting Kaede at the character select screen, and pressing C 10 times, B 5 times, and C 4 more times. If you perform this correctly, you'll hear his voice, then you can select him with A or D.
N.B. Kouryu is not playable on the MVS arcade versions of The Last Blade 2
Overview
The resident boss character of LB2, Kouryu is designed to extremely challenging to fight. Armed with a phenomenal set of fullscreen zoning tools, incredibly high damage output, the fastest dashes in the game, and ludicrous pressure extensions, Kouryu dominates virtually all aspects of the game with ease.
Kouryu is ideally played as a projectile zoner, abusing his 236A and large disjoints to keep the opponent at bay while racking up chip. This gameplan is incredibly effective despite being simple, and Kouryu is still able to go on the offensive when called for. His incredible run and backdash synergize well with his advancing 4A to force the opponent into blocking many safe, high damage mixups. In speed/EX mode he is also capable of starting his offense from mid range by utilizing chains from 5A to repeatedly frame trap the opponent, likely from outside their ideal range. Kouryu's very free-form playstyle makes him very difficult to pin down initially, though his disadvantage state cannot be ignored as he is effectively unable to crouch, making it essential that you have a contingency plan in mind if the opponent successfully defends against you. Despite this, many of Kouryu's moves have massively skewed risk/reward in his favor, so as long as you avoid overextending very few characters can legitimately start their offense in practice.
Strengths | Weaknesses |
---|---|
|
|
Strengths | Weaknesses |
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|
|
Strengths | Weaknesses |
---|---|
|
|
Normals
Standing
5A |
---|
4A |
---|
5B |
---|
6B |
---|
5C |
---|
6C |
---|
BC(Power) |
---|
BC(Speed/EX) |
---|
3B |
---|
- A, B, and C can cancel in both Power Mode and Speed Mode
- forward + B (Power and Speed) is not cancellable
- forward + C in Speed Mode is not cancellable
Crouching
2A |
---|
2B |
---|
2C |
---|
3C |
---|
Air
j.A |
---|
j.B |
---|
j.C |
---|
Special Moves
Arrow Show 236A/B |
---|
Big Slash 214C |
---|
Quad Rusher 214A/B(x4) |
---|
Mode Swap BCD |
---|
Desperation Moves
Fire Phoenix Super 641236A (in air) |
---|
Earth Slasher Super 641236B |
---|
Water Tornado Super 641236C |
---|
Lightning Dragon Super 641236D |
---|
Super Desperation Moves
Ultimate End 463214B |
---|