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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=2 hitboxes, but will only hit once. Your primary poke and serves as anti air and anti jump. Fastest button for a punish. Confirms into 236A for a DM conversion you need to learn if you play him in power mode. Rebounds on block in power
|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




Line 35: Line 35:
  {{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=  
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= All
|cancel= All
|tech=  
|tech=  
|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 in power.
|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.  




Line 81: Line 81:
  {{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= None
|cancel= None
|tech=  
|tech=  
|description=Slow long range poke that has a decent disjoint. Rebounds on block in power
|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 115: Line 115:
|cancel= Any
|cancel= Any
|tech=  
|tech=  
|description=Hits OTG.
|description= Use for a safe OTG unless 3B will kill. Can combo into 236A, 623A/B, and 214B if you wanted.  
  }}
  }}
}}
}}
Line 126: Line 126:
  {{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= Power
|cancel= Power
|tech=  
|tech=  
|description=Wall bounces on hit allowing for followups in power mode.  
|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 182: Line 183:
|cancel= Any
|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 249: Line 250:
|image=LB2_Setsuna_d+A.png
|image=LB2_Setsuna_d+A.png
|caption=Text
|caption=Text
|name=d+A
|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=A low hitting normal that will see use just for that reason.  
|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=d+B
|name=2B
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
Line 293: Line 294:
|image=LB2_Setsuna_d+C.png
|image=LB2_Setsuna_d+C.png
|caption=Text
|caption=Text
|name=d+C
|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=It’s a low. leads to a dm confirm in ex mode but that’s about all it has going for it.
|description=It’s a low. leads to a dm confirm in ex mode and his other fastest normal.
  }}
  }}
}}
}}
Line 313: Line 314:
|image=LB2_Setsuna_df+C.png
|image=LB2_Setsuna_df+C.png
|caption=Text
|caption=Text
|name=df+C
|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= Sees more use in speed than power thanks to chain combos.  
|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.
  }}
  }}
}}
}}
* all but low A (Power and Speed) and low C in Power mode can cancel when crouching


====Air====
====Air====
Line 340: Line 339:
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup= 8
|active=  
|active= 2
|recovery=  
|recovery=  
|state=  
|state=  
Line 360: Line 359:
  {{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=Set's best jump in. Huge range with a huge hitbox, can cross up (though not reliably) 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 to guard cancel against. Air to air use is decent if the opponent is a bit below you.
|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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|cancel=  
|cancel=  
|tech=  
|tech=  
|description= Decent air to air, with a large enough hitbox to cross up more reliably than jB, so it can see use as that in certain scenarios
|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 431: 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 448: 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 481: Line 480:
  |version=A
  |version=A
  |damage= P 10/1 S 9/1
  |damage= P 10/1 S 9/1
  |startup= 17
  |startup= 18
  |active= 2
  |active= 2
  |recovery=  
  |recovery=  
Line 495: Line 494:
  |version=A
  |version=A
  |damage= P 19/2 S 14/1
  |damage= P 19/2 S 14/1
  |startup= - (19 in total)
  |startup= - (20 in total)
  |active= 2
  |active= 2
  |recovery= 34  
  |recovery= 34  
Line 504: 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. Quick enough to combo from anything cancelable. Super cancel.
  |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 512: Line 511:
  |version=B
  |version=B
  |damage= P 17/2 S 14/1
  |damage= P 17/2 S 14/1
  |startup= 40
  |startup= 41
  |active= 2
  |active= 2
  |recovery=   
  |recovery=   
Line 526: Line 525:
  |header=no
  |header=no
  |damage= P 30/3 S 23/2
  |damage= P 30/3 S 23/2
  |startup= - (42 in total)
  |startup= 43 in total
  |active= 2
  |active= 2
  |recovery= 19  
  |recovery= 19  
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  |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. In speed mode the 2nd hit doesn’t juggle, instead resetting the opponent and leaving you open to punishment. Super cancel.
  |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
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  |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
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  {{AttackData-LB2
  {{AttackData-LB2
  |damage= P 13/1 S 9/1
  |damage= P 13/1 S 9/1
  |startup= 17
  |startup= 16
  |active= 2
  |active= 2
  |recovery=  
  |recovery=  
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  |header=no
  |header=no
  |damage= P 15/1 S 9/1
  |damage= P 15/1 S 9/1
  |startup= - (19 in total)
  |startup= - (20 in total)
  |active= 2
  |active= 2
  |recovery=   
  |recovery=   
Line 617: Line 617:
|header=no
|header=no
|damage= P 24/3 S 16/2
|damage= P 24/3 S 16/2
|startup= - (21 in total)
|startup= - (22 in total)
|active= 2
|active= 2
|recovery= 31  
|recovery= 31  
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|cancel= P ×
|cancel= P ×
|tech= Air
|tech= Air
|description=* Setsuna lauches himself forward to deliver a swipe attack. Hits over head. Unfortunately you may be punished for using this on hit as opponents can air tech after it hits
|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
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  {{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 654: Line 654:
* Setsuna's opponent must be airborne to connect.
* Setsuna's opponent must be airborne to connect.
* unblockable and cannot be deflected.
* 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=  
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|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''' (hcf + C) to perform a mid stun punch
* 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) can be activated as long as you have armor active, and holds the armor properties for a bit after using.  
|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.
  }}
  }}
}}
}}
Line 710: Line 714:
  {{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= 24~74
|startup= 25~75
|active= 2, 2, 2, 2, 2
|active= 2, 2, 2, 2, 2
|recovery= 52
|recovery= 52
Line 722: 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 739: Line 744:
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup= 24
|active=  
|active=  
|recovery=  
|recovery=  
Line 749: 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 armor that can only last against 3 normal attacks or 10 seconds. 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.  
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.
  }}
  }}
}}
}}
Line 761: Line 767:
  {{AttackData-LB2
  {{AttackData-LB2
|damage=  
|damage=  
|startup=  
|startup= 42
|active=  
|active= 5
|recovery=  
|recovery= 40
|state=  
|state=  
|frame advantage=  
|frame advantage=  
Line 770: Line 776:
|cancel=  
|cancel=  
|tech=  
|tech=  
|description= *Follow up from '''Anonymity - Ultimate''' for a dramatic animation of Setsuna symbolically shattering your opponents soul . Require all hits of armor to be able to activate. Can only combo 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.   
|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.   
  }}
  }}
}}
}}
Line 776: Line 782:
==Combos==
==Combos==
===Any Mode===
===Any Mode===
  Dash A/B, qcf A
  Dash A/B, 236A or 623/A/B
Dash A/B, dp B
  j.B 2B 623B
  j B, d B, dp B
  j.B 2B/5B 236236AB
  j B, d B, qcf, qcf AB
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===
Line 786: Line 793:
  J.B 6C 41236AB with sdm armor active. Does not work in a corner
  J.B 6C 41236AB with sdm armor active. Does not work in a corner
  jB, 5A/5B/2B 623B  
  jB, 5A/5B/2B 623B  
  j.B 6C 41336C 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.  
  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  
  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 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===
Line 806: Line 814:
  4A 5A 2A 2B 623B
  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 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
  5A 5A 5B 6C 63214C armor setup from 1/2 screen or more.
  Dash A/B, 2B 623B
  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.
  4A 5A 2A 5B/2B 236236AB depending on distance you may need to cancel at the first hit of 5B/2B.

Latest revision as of 08:11, 20 September 2024

Normals

Standing

5A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- 6 2,2 23 - P -7/-8 S -6/-21 - - - -

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


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

Has some use in chain combos in speed/ex, no real use in power, can’t be canceled in power

5B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- 14 2,(10) 3,1 33 - P -1/-10 S -9/-30 - - All -

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.


6B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- 20 4,(10) 2 - - P -18/-15 S -18/-39 - - None -

Slow long range poke that has a decent disjoint. Rebounds on block in power, 10F gap between hitboxes.


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

Use for a safe OTG unless 3B will kill. Can combo into 236A, 623A/B, and 214B if you wanted.

6C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- 12 7 30 - -/-31 - - Power -

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

Hits OTG. This move is not safe on hit unless it kills, use 5C for otg instead

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

cancellable in either mode if you get the opportunity. In speed/ex you can chain B attacks etc. after it connects

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

doesn’t see a lot of use but it’s there.

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

Chain combo filler normal

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

Hard knockdown.

Crouching

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

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.

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

Interchangeable with 5B for a lot of combos. Rebounds on block in power.

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

It’s a low. leads to a dm confirm in ex mode and his other fastest normal.

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

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

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

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.

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

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.

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

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

Universal Mechanics

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

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.

5B+C
Power Version
Speed/EX Version
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power - 53~73 2 58 - - - - - -
  • Setsuna thrust his sword, unblockable.
  • You can hold it for a while.






Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Speed/EX - 25 2,1 23 - - - - - -
  • Setsuna take one step and slashes upwards, overhead.
  • Guaranteed not able combo after it.
  • worst universal overhead in the game
  • at least it’s safe when it hits.

Special Moves

Anonymity - One
236A/B
A version
B version
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
A P 10/1 S 9/1 18 2 - - (-15)/(-30) P 2/6/3 S 1/2/1 M P ○ Air
A P 19/2 S 14/1 - (20 in total) 2 34 - -6/-26 P 0/6/3 S 0/3/1 M P ○ Air
  • 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.
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
B P 17/2 S 14/1 41 2 - - (-)/(-14) P 2/6/3 S 1/3/1 M P ○ Air
B P 30/3 S 23/2 43 in total 2 19 - -/-12 P 0/6/3 S 0/4/2 M P ○ Air
  • 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.
Anonymity - Two
623A/B
A version
B version
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
A - 13 2,3 28 - -/-26 - - - -
  • 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
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
B - 19 2,(3)1,1,1,1,1,1 38 - -/-38 - - - -
  • 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.
Anonymity - Three
214B
EEEAAAARRGHHH!
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 13/1 S 9/1 16 2 - - 連/連 P 4/6/3 S 2/2/1 H P × Air
P 15/1 S 9/1 - (20 in total) 2 - - 連(-12)/連(-27) P 0/6/3 S 0/2/1 M P × Air
P 24/3 S 16/2 - (22 in total) 2 31 - -/-25 P 0/8/4 S 0/3/1 M P × Air
  • 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.
Anonymity - Four
623C
You're an eyesore!
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- Power 17 Speed 15 4 34 - - - - - -
  • Setsuna reaches for airborne opponent. Will slam opponent into ground if it connects
  • 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.


Anonymity - Five
63214C
I'm ready for action...
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- 58 - 15 - - - - - -
  • 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 (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.
Anonymity - Five Continuation
41236C
OTOME!
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- 27 2,2,2,2,2 38 - +58/-33 - - All -

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.

Desperation Moves

Anonymity - Severance
236236AB
CAPTAIN SWORD!
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 21/2, 21/2, 21/2, 21/2, 32/4 S 14/1, 14/1, 14/1, 14/1, 38/4 25~75 2, 2, 2, 2, 2 52 - 連(-33)/連(-53), 連(-31)/連(-51), 連(-29)/連(-49), 連(-27)/連(-47), -/-45 - M - Air
  • Setsuna performs an Anonymity - One that deals more damage and has more range
  • Chargeable
  • can negate non dm projectiles
  • first hitbox will miss all crouching opponents except Shigen, Juzoh, and Washizuka.

Super Desperation Moves

Anonymity - Ultimate
6321463214B
Nightmare begins...
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- 24 - - - - - - - -
  • Setsuna call lighting to empower him with a Anonymity - Five that lasts 10 seconds

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.
Anonymity - Ultimate Continuation
41236AB
Let this be the end for you...
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- 42 5 40 - - - - - -
  • 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.

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
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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