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The Last Blade 2/Moriya Minakata: Difference between revisions

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==Overview==
==Overview==
Despite Moriya's incredible set of midrange zoning tools, he remains defined by possessing the greatest mobility option in the game: a nearly instant teleport. These two traits in tandem allow Moriya to heavily dominate every aspect of neutral through largely reactionary play. This all culminates into his setplay which thanks to some advanced techniques essentially translates to a safe 4 way that can ignore recovery rolls. Despite requiring relatively strong execution to bring into his full potential, masters of the character will be able to run circles around the opponent and still find a way to directly beat out many staple pokes.
Despite Moriya's incredible set of midrange zoning tools, he remains defined by possessing the greatest mobility option in the game: a nearly instant teleport. These two traits in tandem allow Moriya to heavily dominate every aspect of neutral through largely reactionary play. This all culminates into his setplay which thanks to some advanced techniques essentially translates to a safe 4 way that can ignore recovery rolls. Despite requiring relatively strong execution to bring into his full potential, masters of the character will be able to run circles around the opponent and still find a way to directly beat out many staple pokes.
{| class="wikitable"
<br>
|+
<div class="movelist-toggles">
! Style
<div id="movelist-toggle-1" class="movelist-toggle-button"> [[File:Power_Icon.png|50px|link=]]</div>
! Strengths
<div id="movelist-toggle-2" class="movelist-toggle-button"> [[File:Speed_Icon.png|50px|link=]]</div>
! Weaknesses
<div id="movelist-toggle-3" class="movelist-toggle-button"> [[File:EX_Icon.png|50px|link=]]</div>
|-
</div>
! scope = row | Power
<div id="movelist-1" class="movelist"><!-- Power -->
|
{{ProConTable
|pros=
* Strong pokes in neutral
* Strong pokes in neutral
* Easily kills most fireballs on reaction
* Easily kills most fireballs on reaction
* Rewarding anti-airs
* Rewarding anti-airs
* Fast meter build means more GC's, enabling much more passive play than other modes
* Fast meter build means more GC's, enabling much more passive play than other modes
|
|cons=
* Slow jabs
* Slow jabs
* Essential tools extend his hurtbox during startup
* Essential tools extend his hurtbox during startup
* Has difficulty resetting his pressure, forcing hit-and-run style offense
* Has difficulty resetting his pressure, forcing hit-and-run style offense
* Low meterless damage
* Low meterless damage
|-
}}</div>
! scope = row | Speed
<div id="movelist-2" class="movelist"><!-- Speed-->
|
{{ProConTable
|pros=
* Strong disjointed pokes that can hitconfirm from max range
* Strong disjointed pokes that can hitconfirm from max range
* Easily kills most fireballs on reaction
* Easily kills most fireballs on reaction
Line 28: Line 30:
* Fairly high damage even from spaced normals
* Fairly high damage even from spaced normals
* Incredible oki
* Incredible oki
|
|cons=
* Slow jabs
* Slow jabs
* Essential tools extend his hurtbox during startup
* Essential tools extend his hurtbox during startup
|-
}}</div>
! scope = row | EX
<div id="movelist-3" class="movelist"><!-- EX -->
|
{{ProConTable
|pros=
* Same strengths as speed, now with higher damage enabling 2 hit kill sequences
* Same strengths as speed, now with higher damage enabling 2 hit kill sequences
|
|cons=
* Same weaknesses as speed
* Same weaknesses as speed
* Large defense penalty, mostly offset by how hard Moriya is to pin down
* Large defense penalty, mostly offset by how hard Moriya is to pin down}}
|}
</div>


==Strategy==
==Strategy==
Line 54: Line 57:
|version=Power
|version=Power
|damage= 13/1
|damage= 13/1
|startup= 5
|startup= 6
|active= 1,1
|active= 1,1
|recovery= 17
|recovery= 17
Line 68: Line 71:
|version=Speed
|version=Speed
|damage= 8/0
|damage= 8/0
|startup= 5
|startup= 6
|active= 1,1
|active= 1,1
|recovery= 17
|recovery= 17
Line 89: Line 92:
|version=Power
|version=Power
|damage= 13/1
|damage= 13/1
|startup= 3
|startup= 4
|active= 2
|active= 2
|recovery= 15
|recovery= 15
Line 103: Line 106:
|version=Speed
|version=Speed
|damage= 8
|damage= 8
|startup= 3
|startup= 4
|active= 2
|active= 2
|recovery= 15
|recovery= 15
Line 124: Line 127:
|version=Power
|version=Power
|damage= 19/2
|damage= 19/2
|startup= 15
|startup= 16
|active= 2
|active= 2
|recovery= 30
|recovery= 30
Line 138: Line 141:
|version=Speed
|version=Speed
|damage= 14/0
|damage= 14/0
|startup= 15
|startup= 16
|active= 2
|active= 2
|recovery= 30
|recovery= 30
Line 147: Line 150:
|cancel= o/o
|cancel= o/o
|tech=  
|tech=  
|description=A special cancelable instant overhead. Can be chained into off other A normals in speed/EX, and can set up a knockdown or confirm super for surprising damage in either mode. Wildly unsafe unless canceled into an A teleport (thus giving up your turn), so use with some caution.  
|description=A special cancelable instant overhead. Can be chained into off other A normals in speed/EX, and can set up a knockdown or confirm super for surprising damage in either mode. Wildly unsafe unless canceled into an A teleport (thus giving up your turn), so use with some caution. Mixing this with 3C is a good mixup for chain combos in speed/ex.
  }}
  }}
}}
}}
Line 159: Line 162:
|version=Power
|version=Power
|damage= 30/3
|damage= 30/3
|startup= 13
|startup= 14
|active= 1
|active= 1
|recovery= 26
|recovery= 26
Line 173: Line 176:
|version=Speed
|version=Speed
|damage= 16/0
|damage= 16/0
|startup= 13
|startup= 14
|active= 1
|active= 1
|recovery= 26
|recovery= 26
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|version=Power  
|version=Power  
|damage= 26/3  
|damage= 26/3  
|startup= 19
|startup= 20
|active= 2
|active= 2
|recovery= 34
|recovery= 34
Line 209: Line 212:
|version=Speed
|version=Speed
|damage= 16/0
|damage= 16/0
|startup= 13
|startup= 14
|active= 2
|active= 2
|recovery= 36
|recovery= 36
Line 230: Line 233:
|version=Power
|version=Power
|damage= 50/6
|damage= 50/6
|startup= 21
|startup= 22
|active= 1
|active= 1
|recovery= 33  
|recovery= 33  
Line 244: Line 247:
|version=Speed
|version=Speed
|damage=23/0
|damage=23/0
|startup= 14
|startup= 15
|active= 1
|active= 1
|recovery= 33
|recovery= 33
Line 265: Line 268:
|version=Power
|version=Power
|damage= 13/1
|damage= 13/1
|startup= 5
|startup= 6
|active= 5
|active= 5
|recovery= 18
|recovery= 18
Line 279: Line 282:
|version=Speed
|version=Speed
|damage= 11/0
|damage= 11/0
|startup= 5
|startup= 6
|active= 5
|active= 5
|recovery= 18
|recovery= 18
Line 300: Line 303:
|version=Power
|version=Power
|damage= 19/2
|damage= 19/2
|startup= 10
|startup= 11
|active= 2
|active= 2
|recovery= 31
|recovery= 31
Line 314: Line 317:
|version=Speed
|version=Speed
|damage= 16/0
|damage= 16/0
|startup=10
|startup=11
|active=2
|active=2
|recovery= 31
|recovery= 31
Line 334: Line 337:
{{AttackData-LB2  
{{AttackData-LB2  
|damage= 61
|damage= 61
|startup= 46~66
|startup= 47~67
|active= 2
|active= 2
|recovery= 43  
|recovery= 43  
Line 355: Line 358:
{{AttackData-LB2  
{{AttackData-LB2  
|damage= 19
|damage= 19
|startup= 22
|startup= 23
|active= 3
|active= 3
|recovery= 22  
|recovery= 22  
Line 376: Line 379:
|version=Power
|version=Power
|damage= 21
|damage= 21
|startup= 12
|startup= 13
|active= 2
|active= 2
|recovery=
|recovery=
Line 390: Line 393:
|version=Speed
|version=Speed
|damage= 21
|damage= 21
|startup= 12
|startup= 13
|active= 2
|active= 2
|recovery=  
|recovery=  
Line 414: Line 417:
|version=Power
|version=Power
|damage= 13/1
|damage= 13/1
|startup= 5
|startup= 6
|active= 1,1
|active= 1,1
|recovery= 17  
|recovery= 17  
Line 428: Line 431:
|version=Speed
|version=Speed
|damage= 11/0
|damage= 11/0
|startup= 5
|startup= 6
|active= 1,1
|active= 1,1
|recovery= 18
|recovery= 18
Line 450: Line 453:
|version=Power
|version=Power
|damage= 35/4
|damage= 35/4
|startup= 12
|startup= 13
|active= 1,1
|active= 1,1
|recovery= 25
|recovery= 25
Line 464: Line 467:
|version=Speed
|version=Speed
|damage= 19/0
|damage= 19/0
|startup= 12
|startup= 13
|active= 1,1
|active= 1,1
|recovery= 25
|recovery= 25
Line 485: Line 488:
|version=Power
|version=Power
|damage= 13/1
|damage= 13/1
|startup= 5
|startup= 6
|active= 3
|active= 3
|recovery= 14
|recovery= 14
Line 499: Line 502:
|version=Speed
|version=Speed
|damage= 11/0
|damage= 11/0
|startup= 5
|startup= 6
|active= 3
|active= 3
|recovery= 14
|recovery= 14
Line 519: Line 522:
|version=Power
|version=Power
|damage= 24/2
|damage= 24/2
|startup= 9
|startup= 10
|active= 2
|active= 2
|recovery= 32
|recovery= 32
Line 533: Line 536:
|version=Speed
|version=Speed
|damage= 19/0
|damage= 19/0
|startup= 9
|startup= 10
|active= 2
|active= 2
|recovery= 32
|recovery= 32
Line 555: Line 558:
|version=Power
|version=Power
|damage= 13/1
|damage= 13/1
|startup= 5
|startup= 6
|active= 4
|active= 4
|recovery=N/A  
|recovery=N/A  
Line 569: Line 572:
|version=Speed
|version=Speed
|damage= 11/0
|damage= 11/0
|startup= 5
|startup= 6
|active= 4
|active= 4
|recovery= N/A
|recovery= N/A
Line 589: Line 592:
|version=Power
|version=Power
|damage= 26/3
|damage= 26/3
|startup= 13
|startup= 14
|active= 4
|active= 4
|recovery=N/A  
|recovery=N/A  
Line 603: Line 606:
|version=Speed
|version=Speed
|damage= 13/0
|damage= 13/0
|startup= 13
|startup= 14
|active= 4
|active= 4
|recovery= N/A
|recovery= N/A
Line 623: Line 626:
|version=Power
|version=Power
|damage= 13/1
|damage= 13/1
|startup= 4
|startup= 5
|active= 6
|active= 6
|recovery= N/A
|recovery= N/A
Line 637: Line 640:
|version=Speed
|version=Speed
|damage= 11/0
|damage= 11/0
|startup= 4
|startup= 5
|active= 6
|active= 6
|recovery= N/A
|recovery= N/A
Line 659: Line 662:
|version=Power
|version=Power
|damage= 26/3
|damage= 26/3
|startup= 12
|startup= 13
|active= 2
|active= 2
|recovery=
|recovery=
Line 673: Line 676:
|version=Speed
|version=Speed
|damage= 19/0
|damage= 19/0
|startup= 12
|startup= 13
|active= 2
|active= 2
|recovery=  
|recovery=  
Line 693: Line 696:
|version=Power
|version=Power
|damage= 26/3
|damage= 26/3
|startup= 10
|startup= 11
|active= 10
|active= 10
|recovery=  
|recovery=  
Line 707: Line 710:
|version=Speed
|version=Speed
|damage= 19/0
|damage= 19/0
|startup= 10
|startup= 11
|active= 10
|active= 10
|recovery=  
|recovery=  
Line 728: Line 731:
{{AttackData-LB2
{{AttackData-LB2
|damage= 15
|damage= 15
|startup= 7
|startup= 8
|active= 2
|active= 2
|recovery=
|recovery=
Line 737: Line 740:
|cancel= o/o
|cancel= o/o
|tech=  
|tech=  
|description=Combo filler. Does less damage than 5a>2a and won't enable high/lows with 3a, but it combos from slightly farther away making it decent for the first rep of a TP loop. Frame advantage assumes you do nothing after this hits or is blocked.  
|description=Combo filler. Does less damage than 5a>2a, but it combos from slightly farther away making it decent for the first rep of a TP loop. Frame advantage assumes you do nothing after this hits or is blocked. Following with 3C or 3A can make a mix after this, but it’s not as quick as 5A 2A 3C/3A
  }}
  }}
}}
}}
Line 750: Line 753:
{{AttackData-LB2  
{{AttackData-LB2  
|damage= 22
|damage= 22
|startup= 10
|startup= 11
|active=1,1
|active=1,1
|recovery=28
|recovery=28
Line 769: Line 772:
{{AttackData-LB2  
{{AttackData-LB2  
|damage= 47
|damage= 47
|startup= 10
|startup= 11
|active=
|active=
|recovery=
|recovery=
Line 807: Line 810:
  |version=Power A
  |version=Power A
  |damage= -
  |damage= -
  |startup= -
  |startup= 23
  |active= -
  |active= -
  |recovery= -
  |recovery= -
Line 821: Line 824:
  |version=Speed A
  |version=Speed A
  |damage= -
  |damage= -
  |startup= -
  |startup= 23
  |active= -
  |active= -
  |recovery= -
  |recovery= -
Line 835: Line 838:
  |version=Power B
  |version=Power B
  |damage= 24/3
  |damage= 24/3
  |startup= 32
  |startup= 33
  |active= 2
  |active= 2
  |recovery= 72
  |recovery= 72
Line 849: Line 852:
  |version=Speed B
  |version=Speed B
  |damage= 21/2
  |damage= 21/2
  |startup= 32
  |startup= 33
  |active= 2
  |active= 2
  |recovery= 72
  |recovery= 72
Line 884: Line 887:
  |version=Power A
  |version=Power A
  |damage= 30
  |damage= 30
  |startup=  
  |startup= 15
  |active= 2
  |active= 2,2
  |recovery=  
  |recovery=  
  |state= Any
  |state= Any
Line 898: Line 901:
  |version=Speed A
  |version=Speed A
  |damage= 21
  |damage= 21
  |startup=  
  |startup= 15
  |active= 2
  |active= 2
  |recovery=  
  |recovery=  
Line 908: Line 911:
  |tech= Air
  |tech= Air
  |description=An extended long slash whose late hit can clash with projectiles. By holding the button, you can delay the move. Delaying it long enough will expand its hitbox to reach nearly fullscreen (indicated by Moriya flashing). Additionally the stance can be canceled at any time by pressing D, however the cancel will take longer depending on how long Moriya was in stance. The first hit of the move can also be canceled by pressing D with good timing, allowing juggles that would normally be impossible or making tech chases significantly safer. Be warned that on all versions the hurtbox will extend a frame before the hitbox, meaning you could potentially get stuffed by pre-emptive pokes at closer ranges (however this is unlikely and will often be too far to combo).
  |description=An extended long slash whose late hit can clash with projectiles. By holding the button, you can delay the move. Delaying it long enough will expand its hitbox to reach nearly fullscreen (indicated by Moriya flashing). Additionally the stance can be canceled at any time by pressing D, however the cancel will take longer depending on how long Moriya was in stance. The first hit of the move can also be canceled by pressing D with good timing, allowing juggles that would normally be impossible or making tech chases significantly safer. Be warned that on all versions the hurtbox will extend a frame before the hitbox, meaning you could potentially get stuffed by pre-emptive pokes at closer ranges (however this is unlikely and will often be too far to combo).
This version is at a diagonal angle upwards; making it useful as an low commitment anti-air, tech chase, and combo too. Can hit the big bodies standing or dashing, making this your primary grounded poke in those matchups as well.
This version is at a diagonal angle upwards; making it useful as a low commitment anti-air, tech chase, and combo too. Can hit the big bodies standing or dashing, making this your primary grounded poke in those matchups as well. Startup listed is when the first hit box appears. All version can be held up to 200F at which point they release on their own. After 110F they gain a small damage boost. All versions are air unblockable
  }}
  }}
  {{AttackData-LB2
  {{AttackData-LB2
  |version=Power B
  |version=Power B
  |damage= 28
  |damage= 28
  |startup= -
  |startup= 15
  |active= 2
  |active= 2,2
  |recovery= -
  |recovery= -
  |state= Any
  |state= Any
Line 927: Line 930:
  |version=Speed B
  |version=Speed B
  |damage= 21
  |damage= 21
  |startup= -
  |startup= 15
  |active= 2
  |active= 2,2
  |recovery= -
  |recovery= -
  |state= Any
  |state= Any
Line 941: Line 944:
  |version=Power C
  |version=Power C
  |damage= 28
  |damage= 28
  |startup= -
  |startup= 16
  |active= 2
  |active= 2
  |recovery= -
  |recovery= -
Line 955: Line 958:
  |version=Speed C
  |version=Speed C
  |damage= 21
  |damage= 21
  |startup= -
  |startup= 16
  |active= 2
  |active= 2
  |recovery= -
  |recovery= -
Line 973: Line 976:
|caption=A version
|caption=A version
|image2=LB2_Moriya_dp+B.png
|image2=LB2_Moriya_dp+B.png
|caption2=B version
|caption2=B version (1st hitbox)
|name=Glancing Blade New Moon
|name=Glancing Blade New Moon
|data=
|data=
Line 979: Line 982:
  |version=Power A
  |version=Power A
  |damage=  
  |damage=  
  |startup=  
  |startup= 4
  |active=  
  |active= 1,4
  |recovery=  
  |recovery= 43
  |state= Any
  |state= Any
  |frame advantage=  
  |frame advantage=  
Line 993: Line 996:
  |version=Speed A
  |version=Speed A
  |damage=  
  |damage=  
  |startup=  
  |startup= 4
  |active=  
  |active= 1,4
  |recovery=  
  |recovery= 43
  |state= Any
  |state= Any
  |frame advantage=  
  |frame advantage=  
Line 1,002: Line 1,005:
  |cancel= ×/×
  |cancel= ×/×
  |tech= Ground/None
  |tech= Ground/None
  |description=Multi-hit DP that serves as Moriya's fastest dedicated anti-air. Won't cause a hard knockdown on the first hit, however it can be followed up with 623B in speed/EX in order to deal massive damage and gain phenominal oki. As such this is your main combo ender in those modes. The follow up can be made consistent at longer ranges by delaying the rekka.
  |description=Multi-hit DP that serves as Moriya's fastest dedicated anti-air. Won't cause a hard knockdown on the first hit, however it can be followed up with 623B in speed/EX in order to deal massive damage and gain phenominal oki. As such this is your main combo ender in those modes. The follow up can be made consistent at longer ranges by delaying the rekka. Main combo ender in power for short combos as it will cause a soft knockdown you can tech chase after if the opponent recovers. From farther out the 2nd hitbox (anti air hit box for that purpose) is active on frame 6. There is a 1F gap between the first and second hitboxes. Recovery listed is power mode by itself and speed/ex mode if not followed up with 623B
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Moriya_dp+A2.png|2nd hitbox
LB2_Moriya_dp+A2.png|2nd hitbox
Line 1,010: Line 1,013:
  |version=Power B
  |version=Power B
  |damage=  
  |damage=  
  |startup=  
  |startup= 15
  |active=  
  |active= 1,2,2
  |recovery=  
  |recovery= 29
  |state= Any
  |state= Any
  |frame advantage=  
  |frame advantage=  
Line 1,024: Line 1,027:
  |version=Speed B
  |version=Speed B
  |damage= -
  |damage= -
  |startup= -
  |startup= 15
  |active= -
  |active= 1,2,2
  |recovery= -
  |recovery= -
  |state= Any
  |state= Any
Line 1,033: Line 1,036:
  |cancel= ×/×
  |cancel= ×/×
  |tech= Air
  |tech= Air
  |description=A slower version of the above move that covers a larger horrizontal space and causes a hard knockdown. Primarily used in power where the damage is much better, however it can still be used for hard reads in speed/EX.
  |description=A slower version of the above move that covers a larger horizontal space. Has less recovery than the A version for some reason, but still horribly unsafe on block
 
*This version is only really safe to use in speed/ex after 623A since it will cause a hard knockdown in that sequence. By itself in any mode the opponent can air recover (even off an anti air hit) and potentially punish you. 1F gap between the first 2 hitboxes
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Moriya_dp+B2.png|2nd hit
LB2_Moriya_dp+B2.png|2nd hit
Line 1,109: Line 1,114:
|version=Power
|version=Power
|damage= 86/16
|damage= 86/16
|startup=  
|startup= 19
|active=  
|active= 16 hit boxes active for 2F each, with varying gaps between hits
|recovery=  
|recovery= 39
|state= Any
|state= Any
|frame advantage=  
|frame advantage=  
Line 1,123: Line 1,128:
|version=Speed
|version=Speed
|damage=76/16
|damage=76/16
|startup=  
|startup= 19
|active=  
|active= same as power
|recovery=  
|recovery= 39
|state= Any
|state= Any
|frame advantage=  
|frame advantage=  
Line 1,132: Line 1,137:
|cancel= x/x
|cancel= x/x
|tech= Ground
|tech= Ground
|description=A multihit super which can be delayed by holding the button. Does a massive amount of chip, but is very easy to GC so it's very situational in that regard. Primarily used as a combo ender to close a round, however it is prone to uncombo on airborn opponents making the damage inconsistent. If the super uncombos when the opponent would have otherwise died to the previous hit, they will still die upon hitting the ground. Can find some niche use as an anti-air just because of how much space it takes up.
|description=A multihit super which can be delayed by holding the button. Does a massive amount of chip, but is very easy to GC so it's very situational in that regard. Primarily used as a combo ender to close a round, however it is prone to uncombo on airborn opponents making the damage inconsistent (the lower slashes can’t juggle) If the super uncombos when the opponent would have otherwise died to the previous hit, they will still die upon hitting the ground. Can find some niche use as an anti-air just because of how much space it takes up. Air unblockable
  }}
  }}
}}
}}
Line 1,146: Line 1,151:
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage= 147/4
|damage= 110/4
|startup=  
|startup= 23
|active=  
|active=  
|recovery=  
|recovery=  
Line 1,156: Line 1,161:
|cancel= x/x
|cancel= x/x
|tech= None
|tech= None
|description=Moriya quickly runs forwards, playing a very damaging cinematic upon hitting an opponent. Surprisingly decent counter-poke or frame trap, however combos into it typically don't add much damage.
|description=Moriya quickly runs forwards, playing a very damaging cinematic upon hitting an opponent. Surprisingly decent counter-poke or frame trap, however combos into it typically don't add much damage. Air unblockable. 
  }}
  }}
}}
}}
Line 1,162: Line 1,167:
==Combos==
==Combos==
===Any Mode===
===Any Mode===
*Dash A/B, 214B
*Dash A/B, 623A/214x/641236AB
*Dash A/B, 623B
*Dash A/B, 236A(x3)
*Dash A/B, 236A(x3)
*jB, 5B, 214B
*jB, 5B 214x/623A
*jB, 5B, 623B,
*jB, 5B, 236A(x3)(5C/3B otg in power/ex)
*jB, 5B, 236A, 214B
*jB, 5A/B, 641236AB
*jB, 5B, 236A(x2), 623B
*2C 4A any special or 641236AB
:  Requires delayed 623B in power/EX
*236B(x3) 623A/214A 641236AB
*jB, 5A/B, 631236AB
*5B 412B AC 4A/5A/5C any special or 641236AB
*236B(x3) 623B
*2C 4Ax2 any special or 641236AB
*4Ax3 any special or 641236AB
*5B/4B 412B (A+C) 4A/5A/5C any special or 641236AB


===Power Mode Only===
===Power Mode===
*jB, 6C, 214B
*jB, 6C, 214B
*jB, 6C, 623B, 3B
*jB, 6C, 214A~D 623A, 3B corner
*jB, 6C, 641236AB
*jB, 6C, 641236AB
*4Ax2/3 623A/214x/641236AB
*2C 4A 623A/214x/641236AB
*jB 4/5B 412B~AC 4A 641236AB
*6C 641236B  
*6C 641236B  
*5A 641236AB good for a quick punish
*4B/5B 236Ax2 214A(D after hit)x2 623A 3B/5C otg. Corner
*4B/5B 236Ax2 214A(D after hit)x2 623A 3B/5C otg. Corner
*4B/5B 236Ax2 214A (2hits) 623A 3B. Slightly more damage than above, but less style


===Speed Mode Only===
===Speed Mode Only===
Line 1,188: Line 1,199:
*4A>A>A>5B, 631236B
*4A>A>A>5B, 631236B
*2C 4A 5A 2A 5B 236A(x2), 214A(D after hit)x2 623A 623B, 3B (corner)
*2C 4A 5A 2A 5B 236A(x2), 214A(D after hit)x2 623A 623B, 3B (corner)
*chain to 5B 236A 641236AB


===Power and EX Mode===
===Power and EX Mode===
Line 1,201: Line 1,213:
: Autocombo. No reason to go for this other than ease of execution.
: Autocombo. No reason to go for this other than ease of execution.
*jB, 4A>A>A>5B 6C
*jB, 4A>A>A>5B 6C
*4A/5A>2A>3A>214C  
*2C 4A>2A>3A>214C  
: low, high, low combo
: low, high, low, high, low combo
*5A>2A>3A 623A>623B or 641236AB.  
*5A>2A>3A 623A>623B or 641236AB.  
: This is used often for a mixup leading to decent damage and knockdown.  
: This is used often for a mixup leading to decent damage and knockdown.  
Line 1,216: Line 1,228:
*jB, 5A>2A>5B 412B, AC, 4a>2a>5b 236a(x2) 623a>623B, 3B  
*jB, 5A>2A>5B 412B, AC, 4a>2a>5b 236a(x2) 623a>623B, 3B  
:  Some formats limit Moriya teleport to one use per combo, in which case use this. The damage difference is slight so this is also worth going for if you're not consistent with the loop yet.
:  Some formats limit Moriya teleport to one use per combo, in which case use this. The damage difference is slight so this is also worth going for if you're not consistent with the loop yet.
*5A>2A>5B 412B, AC, 5C 623A 623B/641236AB
:variation of the above. Some rule sets use this as a bnb to prevent any attacks from being looped after a teleport as 5C can’t be linked to other normals.
*22A/B A + B + C + 2C + A + 2C + 6BC,412C (hold release A) 623A>623B 3B
*22A/B A + B + C + 2C + A + 2C + 6BC,412C (hold release A) 623A>623B 3B
: Anti-air deflect conversion
: Anti-air deflect conversion for style.
*5A 5B 22A/B or 5A 2A 5B 22A/B. True 50/50 fandango setup at point blank on hit.


===Super Speed Combos===
===Super Speed Combos===

Latest revision as of 04:52, 17 April 2024

Overview

Despite Moriya's incredible set of midrange zoning tools, he remains defined by possessing the greatest mobility option in the game: a nearly instant teleport. These two traits in tandem allow Moriya to heavily dominate every aspect of neutral through largely reactionary play. This all culminates into his setplay which thanks to some advanced techniques essentially translates to a safe 4 way that can ignore recovery rolls. Despite requiring relatively strong execution to bring into his full potential, masters of the character will be able to run circles around the opponent and still find a way to directly beat out many staple pokes.

Strengths Weaknesses
  • Strong pokes in neutral
  • Easily kills most fireballs on reaction
  • Rewarding anti-airs
  • Fast meter build means more GC's, enabling much more passive play than other modes
  • Slow jabs
  • Essential tools extend his hurtbox during startup
  • Has difficulty resetting his pressure, forcing hit-and-run style offense
  • Low meterless damage
Strengths Weaknesses
  • Strong disjointed pokes that can hitconfirm from max range
  • Easily kills most fireballs on reaction
  • Resets pressure very easily
  • Practical, safe high/lows from said pressure resets
  • Fairly high damage even from spaced normals
  • Incredible oki
  • Slow jabs
  • Essential tools extend his hurtbox during startup
Strengths Weaknesses
  • Same strengths as speed, now with higher damage enabling 2 hit kill sequences
  • Same weaknesses as speed
  • Large defense penalty, mostly offset by how hard Moriya is to pin down

Strategy

Normals

Standing

5A

Press "A" to begin blender

Press "A" to begin blender

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 13/1 6 1,1 17 Any +4/-7, +5/-7 - M o/o -
Speed 8/0 6 1,1 17 Any +4/-11,+5/-10 - M o/o -

Very slow but decently disjointed jab. Primary tool to mash out of pressure or begin blockstrings in speed. Can also serve as a relatively non-commital poke in neutral when the opponent is pressing buttons to stuff 214x. Note that as with many of Moriya's attacks, the hitbox takes a decent amount of time to extend to its full length. Has 2 hitboxes with minor frame data differences

4A

Fast so inherently useful

Fast so inherently useful

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 13/1 4 2 15 - +6/-9 - M o/o -
Speed 8 4 2 15 - +6/-9 - M o/o -

Moriya's fastest normal. Has fairly poor range and is easily stuffed, making it mostly a combo/pressure tool. As it hits on frame 4, it’s your go to for quick punish combos.

3A

"Yeah I would've blocked that"

"Yeah I would've blocked that"

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 19/2 16 2 30 Any -9/-24 - H o/o -
Speed 14/0 16 2 30 Any -9/-24 - H o/o -

A special cancelable instant overhead. Can be chained into off other A normals in speed/EX, and can set up a knockdown or confirm super for surprising damage in either mode. Wildly unsafe unless canceled into an A teleport (thus giving up your turn), so use with some caution. Mixing this with 3C is a good mixup for chain combos in speed/ex.

5B

Not the chain version

Not the chain 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 30/3 14 1 26 Any - - M o/o -
Speed 16/0 14 1 26 Any - - M o/o -

Very large disjoint, but is quite slow across the board. Largely outclassed by your other pokes, but can be decent off a jump in when playing power. Can be linked out of using teleport cancels.

4B

Misinput that still combos

Misinput that still combos

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 26/3 20 2 34 Any -5/-13 - M o/o -
Speed 16/0 14 2 36 Any -8/-28 - M o/o -

Somewhat sluggish anti-air. Can be chained into during speed chains, and leads to a combo if teleport canceled. Once again largely outclassed by your other tools, but has a few niche uses thanks to its relative safety on block.

6B

Have you considered 412B?

Have you considered 412B?

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 50/6 22 1 33 Any - - M x/x -
Speed 23/0 15 1 33 Any - - M x/x -

Very large, damaging counterpoke from half screen. No real reason to use over a teleport thanks to AC cancels.

5C

Pop quiz!

Pop quiz!

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 13/1 6 5 18 Any 0/-15 - M o/o -
Speed 11/0 6 5 18 Any 0/-15 - M o/o -

Hits OTG. If whiffed behind a knocked down opponent in the corner it will cause a fake crossup. Preferred OTG if you have a guaranteed timerscam lined up as it can be immediately and safely canceled into teleport.

6C

Twitter oki

Twitter oki

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 19/2 11 2 31 Any - - M o/o -
Speed 16/0 11 2 31 Any - - M x/x -

Slow normal that causes a wall bounce. Special cancelable in power.

BC(Power)

Stop moving as Moriya

Stop moving as Moriya

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.
61 47~67 2 43 Any KD - UB x/x None

Mediocre unblockable that can be delayed by holding the input. Can be deflected and Moriya's setplay is already absurd, so it's very rarely useful.

BC(Speed/EX)

Stop pressuring as Moriya

Stop pressuring as Moriya

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.
19 23 3 22 Any - - H x/x Ground/Air

Moriya steps forward and then performs a large overhead that can also clip jumping opponents. Staggers crouching opponents or otherwise launches. Unsafe on block. In the majority of pressure situations TP into 3A is more consistent and rewarding (while still not being that much riskier since Moriya's position actually does update during this move's startup), but if the opponent is prone to hold up back this can catch that while still enabling mixups. Moriya can’t chain into this directly from A button attacks.

3B

Either they're dead or they're dead

Either they're dead or they're dead

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 21 13 2 - Ground N/A - N/A x/x N/A
Speed 21 13 2 - Ground N/A - N/A x/x N/A

Hits OTG. Used for max damage and still enables oki at closer ranges.

Crouching

2A

"Blocked that too"

"Blocked that too"

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 13/1 6 1,1 17 Any +3/-7, +4/-7 - L x/x -
Speed 11/0 6 1,1 18 Any +3/-12, +4/-11 - L x/x -

Quick low that leads to damage in speed/EX. Not as big or disjointed as it looks, but is key to Moriya's pressure in speed/EX thanks to how hard it is to option select in tandem with 3A during chains. Note that this has 2 hitboxes, with minor changes to frame data depending on which connects. Rebounds on block in power.

2B

SNK hitboxes doing their job

SNK hitboxes doing their job

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 35/4 13 1,1 25 Any +2/-10, +3/-10 - M o/o -
Speed 19/0 13 1,1 25 Any +2/-18, +3/-17 - M o/o -

Decent one button anti-air. Strong hitbox and paints a good portion of the screen, letting it close rounds fairly easily against more aggressive players.

  • Only the first hitbox can be canceled or chained after, meaning that 99% if the time you’ll be using 5B in combos
2C
"Okay fine, that hit me"
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 13/1 6 3 14 Any +6/-9 - L x/x N/A
Speed 11/0 6 3 14 Any +6/-9 - L o/o N/A

Fast low that links into 4A to start combos. In all modes this is your go-to low during oki situations or off jump-ins as it is the hardest to fuzzy block and synergizes well with 82 oki.

3C
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 24/2 10 2 32 Any -/-25 - L o/o N/A
Speed 19/0 10 2 32 Any -/-25 - L o/o N/A

Basic sweep. Safe when canceled into 412A and the threat of 5A 2A 3A/3C is enough to give it some use as mixup in chain combos

Air

j.A
The neutral
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 13/1 6 4 N/A Any N/A - H x/x Air
Speed 11/0 6 4 N/A Any N/A - H x/x Air

A fast air normal with a deceptively useful hitbox (and it already looks pretty good). Neutral jumping and slightly delaying this normal can make it incredibly difficult for characters reliant on hops for approaches to get in, while still covering many common anti-airs. Can also be a decent jump-in as speed/EX Moriya get a full combo from even max range.

j.B
The funny
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 26/3 14 4 N/A Any N/A - H x/x Air
Speed 13/0 14 4 N/A Any N/A - H x/x Air

Does the most damage of your air normals, but not that much more and lacks a disjoint. Optimal if you see the opponent whiff something big as you start your jump.

j.C
The sauce
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 13/1 5 6 N/A Any N/A - H x/x Air
Speed 11/0 5 6 N/A Any N/A - H x/x Air

Your fastest air normal, and also the one with the best air-to-ground disjoint. Crosses up fairly easily. At closer ranges this is often the preferred means of extending pressure when the opponent is trying to mash from fear of teleports. As this is your only cross up button, it's also used very frequently during oki situations.

Dashing

Dashing High
Mid/Mid/Mid mixups
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 26/3 13 2 - Any - - M o/o -
Speed 19/0 13 2 - Any - - M o/o -

Massively disjointed normal with forwards momentum. Can be linked out of with TP cancels. Chains into B/C normals when playing speed/EX allowing for hitconfirms into your TP loop just within its max range. Spaced perfectly with 412A>AC while the camera is zoomed in, allowing for some gimmicks between this and feinting teleports.

Dashing Low
Technically still a mix
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 26/3 11 10 - Any - - L x/x N/A
Speed 19/0 11 10 - Any - - L x/x N/A

A sliding sweep which is wildly unsafe on block. Hits low but the reward is just not worth the risk.

Speed chain

5A>A
Fill them combos
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.
15 8 2 - Any +1/-14 - M o/o -

Combo filler. Does less damage than 5a>2a, but it combos from slightly farther away making it decent for the first rep of a TP loop. Frame advantage assumes you do nothing after this hits or is blocked. Following with 3C or 3A can make a mix after this, but it’s not as quick as 5A 2A 3C/3A

5A>B

L00ps

L00ps
*Confused screaming*

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.
22 11 1,1 28 Any -1/-14 - M o/o -

Exists to be TP canceled. Massive frame advantage on hit if canceled into 412B>AC allowing for a fairly easy hitconfirmable infinite that does good damage. Can also be canceled into 412A>AC on block to make virtually any speed chain safe, and is difficult enough to react to that resetting pressure with 412B>AC or even 412C is very practical. Be warned that there is a large gap when using an aggressive teleport, allowing the opponent to mash out. This can however be baited in a number of ways, most notably either by canceling TP into deflect or using the A TP immediately before attempting a B TP. While it is negative on hit when you do nothing after, cancelling into B teleport gives it enough + frames to combo any A or C attack (minus 6C)

5A>B>C
Not l00ps
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.
47 11 - - Any K - M x/x -

Moriya's autocombo ender. Completely undermines Moriya's incredible damage and oki, never use this. Even if you want an easy combo 236A(x3) is miles better by every metric.

  • All moves in this section are exclusive to speed/EX mode

Special Moves

Glancing Blade Moonlight
236A/B

A version
B version

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.
Power A - 23 - - Any - - M/H ×/× -
Speed A - 23 - - Any - - M/H ×/× -

A rekka which can be combo'd into from incredibly far away. Follow up hits are performed by repeating the 236A input. The first and second hits are super cancelable in power/EX, cancelling the first into dm for full hits from the dm is best in combos. The second hit of the rekka is unique as in power or EX it will launch the opponent upwards, but in speed it will keep the opponent grounded. Serves mostly as a combo ender if you're unsure whether you're in range for DP. Both versions can be canceled into either 214A/B//C or 623A/B for first 2 rekkas of A version, and first 3 of B version.

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 B 24/3 33 2 72 Any --/-40 2/8/4 M/H ×/× Air
Speed B 21/2 33 2 72 Any --/-40 1/3/1 M/H ×/× Air

A slower, fullscreen version of the rekka which can be canceled into itself 4 times for a huge damage super cancel for power/ex or a knockdown in speed mode. Can still be super canceled, however there are no real ways to combo into it. Pretty much entirely a gimmick for players that don't know how to abare. Only guaranteed after a deflect or from a big punish opportunity. In speed mode you can link a fandango (22A/B) after the 3rd rekka as it launches higher than normal. In power mode 236Bx4 into dm is around 160 damage by itself.

Glancing Blade Haze
214A/B/C/D

A version
B version
C version

A version
B version
C 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 A 30 15 2,2 - Any - - M x/x Air
Speed A 21 15 2 - Any - - M ×/× Air

An extended long slash whose late hit can clash with projectiles. By holding the button, you can delay the move. Delaying it long enough will expand its hitbox to reach nearly fullscreen (indicated by Moriya flashing). Additionally the stance can be canceled at any time by pressing D, however the cancel will take longer depending on how long Moriya was in stance. The first hit of the move can also be canceled by pressing D with good timing, allowing juggles that would normally be impossible or making tech chases significantly safer. Be warned that on all versions the hurtbox will extend a frame before the hitbox, meaning you could potentially get stuffed by pre-emptive pokes at closer ranges (however this is unlikely and will often be too far to combo). This version is at a diagonal angle upwards; making it useful as a low commitment anti-air, tech chase, and combo too. Can hit the big bodies standing or dashing, making this your primary grounded poke in those matchups as well. Startup listed is when the first hit box appears. All version can be held up to 200F at which point they release on their own. After 110F they gain a small damage boost. All versions are air unblockable

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 B 28 15 2,2 - Any - - M ×/× Air
Speed B 21 15 2,2 - Any - - M ×/× Air

Same properties as above, now angled directly in front of Moriya. Primary poke from half screen in most matchups, as the disjoint is incredibly difficult to contest and the startup can be canceled if you recognize that a situation is going poorly shortly after pressing. Be warned that many moves which advance forwards can still low stature this version, such as Mukuro's crawl.

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 C 28 16 2 - Any - - L ×/× Air
Speed C 21 16 2 - Any - - L ×/× Air

Same properties as the versions above, except this time both hits are low and travel along the ground. Can be used to stuff low statured approaches, however its anti-air presence is completely nonexistent making it often the most committal version in practice. Also has some application to pester opponents blocking high at a little beyond a character length away, eventually conditioning them to get hit by hop j.a.

Glancing Blade New Moon
623A/B
A version
B version (1st hitbox)
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 A - 4 1,4 43 Any - - M x/x Ground
Speed A - 4 1,4 43 Any - - M ×/× Ground/None

Multi-hit DP that serves as Moriya's fastest dedicated anti-air. Won't cause a hard knockdown on the first hit, however it can be followed up with 623B in speed/EX in order to deal massive damage and gain phenominal oki. As such this is your main combo ender in those modes. The follow up can be made consistent at longer ranges by delaying the rekka. Main combo ender in power for short combos as it will cause a soft knockdown you can tech chase after if the opponent recovers. From farther out the 2nd hitbox (anti air hit box for that purpose) is active on frame 6. There is a 1F gap between the first and second hitboxes. Recovery listed is power mode by itself and speed/ex mode if not followed up with 623B

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 B - 15 1,2,2 29 Any - - M x/x Air
Speed B - 15 1,2,2 - Any - - M ×/× Air

A slower version of the above move that covers a larger horizontal space. Has less recovery than the A version for some reason, but still horribly unsafe on block

  • This version is only really safe to use in speed/ex after 623A since it will cause a hard knockdown in that sequence. By itself in any mode the opponent can air recover (even off an anti air hit) and potentially punish you. 1F gap between the first 2 hitboxes
Sash Blade Moonwalk
412A/B/C
Teleports behind you

"It's nothing personal kid"

Teleports in front of you

Teleports behind me

Teleports in your general direction

Teleports to the moon

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 N/A - - - Any N/A 0 N/A x/x N/A
Speed N/A - - - Any N/A 0 N/A ×/× N/A

A teleport that will travel to a different spot on the screen depending on the version used.

  • A- Behind Moriya, distance varries based on camera zoom
  • B- Directly in front of the opponent
  • C- Directly behind the opponent

Gains low stature(?) and then invincibility very quickly upon use before Moriya reappears at the respective destination. All versions can be followed up with any face button to perform a slower version of 214A/B/C as Moriya reappears. The A and B versions can be followed up with D in order to have Moriya deflect upon reappearing. The A and B versions are also bugged and will cancel with a total of 1f recovery by following up with A+C (indicated by the lack of a voice line). This also stops the momentum normally present in the teleport's recovery, meaning Moriya will be spaced noticeably farther from the opponent than if the move were allowed to play out normally. Note that the series 412A/B>AC>214x is objectively better than canceling directly into stance at the cost of a higher execution barrier. The C version is bugged and will occasionally be left with 1f recovery if performed when the opponent can be counter-hit. Which side Moriya is on is checked just before he disappears, since he slides slightly during the startup this enables some nasty ambiguous cross up oki in near the corner.

This is THE defining trait of Moriya. Thanks to the AC cancel, this move can be used to extend pressure, extend combos, hitconfirming, setplay, vastly improved mobility, etc.

  • The A version can be thrown very freely as exceptionally few moves can catch it midscreen, essentially allowing you to trade your screen control for safety. The A version is also an incredible tool for timerscams, as in many matchups you are literally guaranteed to run the clock for 5-6 seconds if spammed coast to coast. Additionally this functions as a feint of sorts if the opponent tries reacting to dash ins, as you can freely whiff punish them by immediately following up with a B teleport. Be warned that many characters can force you to either block or give up more screen space if they preemptively jump (not hop) at you. As long as you exercise caution not to corner yourself, this will allow you to whiff many buttons or overextend pressure far more freely than other characters can dream of.
  • The B version is by and large your most consistent approach tool. It loses to neutral jumping with normals and many jabs, but if the opponent is repeatedly whiffing stuff like that you can fairly easily pester them with 214A/B. Very importantly, this move can let Moriya punish almost every fireball in the game on reaction with a full combo. This version also enables multiple infinites as it makes all of your B normals absurdly plus on hit while essentially negating pushback as a factor entirely. Resetting pressure with this move, although fake, is also quite notable as the opponent will have to guess between this and the A version. If the opponent is constantly holding down back, you can AC cancel and immediately threaten 3a, j.c, 5a>2a (in speed/EX), or dash throw to punish such passive play.
  • The C version lacks an AC cancel, making it far easier to punish. It can be used sparingly for a reactable crossup in order to reset the opponent, however this will result in a big punish should they be ready for it. The more practical use of this move is as a means to escape the corner, as if the opponent hops forwards they will be powerless to punish you. This is still fairly risky in some matchups, but considering that gives you an entire stage length to leverage 412A this is always worth keeping in mind.

It's easy to get carried away with this, remember there is still a frame of recovery during an AC cancel and players familiar with the matchup will be fishing to punish that. However the fact that this tool is something that the opponent is constantly forced to respect so much during every aspect of the game allows Moriya to very easily overload the opponent's mental stack or otherwise force an opening with patient and abnormally safe pokes.

Desperation Moves

Life and Death Moonlight Flash
641236AB
Are you pressing agai-

Nevermind

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 86/16 19 16 hit boxes active for 2F each, with varying gaps between hits 39 Any - 0 M x/x Ground
Speed 76/16 19 same as power 39 Any - 0 M x/x Ground

A multihit super which can be delayed by holding the button. Does a massive amount of chip, but is very easy to GC so it's very situational in that regard. Primarily used as a combo ender to close a round, however it is prone to uncombo on airborn opponents making the damage inconsistent (the lower slashes can’t juggle) If the super uncombos when the opponent would have otherwise died to the previous hit, they will still die upon hitting the ground. Can find some niche use as an anti-air just because of how much space it takes up. Air unblockable

Super Desperation Moves

Life and Death Wild Season
641236B
Now are you pres-

Okay then...

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.
110/4 23 - - Any - 0 M x/x None

Moriya quickly runs forwards, playing a very damaging cinematic upon hitting an opponent. Surprisingly decent counter-poke or frame trap, however combos into it typically don't add much damage. Air unblockable.

Combos

Any Mode

  • Dash A/B, 623A/214x/641236AB
  • Dash A/B, 236A(x3)
  • jB, 5B 214x/623A
  • jB, 5B, 236A(x3)(5C/3B otg in power/ex)
  • jB, 5A/B, 641236AB
  • 2C 4A any special or 641236AB
  • 236B(x3) 623A/214A 641236AB
  • 5B 412B AC 4A/5A/5C any special or 641236AB
  • 2C 4Ax2 any special or 641236AB
  • 4Ax3 any special or 641236AB
  • 5B/4B 412B (A+C) 4A/5A/5C any special or 641236AB

Power Mode

  • jB, 6C, 214B
  • jB, 6C, 214A~D 623A, 3B corner
  • jB, 6C, 641236AB
  • 4Ax2/3 623A/214x/641236AB
  • 2C 4A 623A/214x/641236AB
  • jB 4/5B 412B~AC 4A 641236AB
  • 6C 641236B
  • 5A 641236AB good for a quick punish
  • 4B/5B 236Ax2 214A(D after hit)x2 623A 3B/5C otg. Corner
  • 4B/5B 236Ax2 214A (2hits) 623A 3B. Slightly more damage than above, but less style

Speed Mode Only

  • 236Bx3, 214A (D after hit)x2 623A 623B corner
  • 236Bx3, 22A/B 5A 5B 5C 5A 5B 5C 5C 5B 5A 236C

EX Mode Only

  • Dash A/B>5B, 641236B
  • 4A>A>A>5B, 631236B
  • 2C 4A 5A 2A 5B 236A(x2), 214A(D after hit)x2 623A 623B, 3B (corner)
  • chain to 5B 236A 641236AB

Power and EX Mode

  • 236B(x4), 641236AB
  • jB, 5B 236A 641236AB
  • Dash A/B 641236B

Speed and EX Mode

  • 236B(x3), 623A 623B, 663BCD
  • jB, 4A>A>A>5B 236A(x2) 623a 623b, 663BCD
Requires delayed or a dash 623a in EX depending on distance. Bnb in either mode. In ex mode it’s easier to do the 3rd 236A rekka for marginally less damage.
  • jB, 5A>B>C
Autocombo. No reason to go for this other than ease of execution.
  • jB, 4A>A>A>5B 6C
  • 2C 4A>2A>3A>214C
low, high, low, high, low combo
  • 5A>2A>3A 623A>623B or 641236AB.
This is used often for a mixup leading to decent damage and knockdown.
  • 5A>2A>3C
mix in with above combo to keep them guessing after 2A
  • BC, 214B
  • Dash A/B>2B>BC 214A/B(D after hit) 623A>623B 3B.
623A>623B is far easier to connect after a BC than doing the full combo but this is possible. Corner only.
  • 236B(x3) 641236AB
Becomes a cancel in EX, but there's also no reason to only use 3 rekkas in ex. Only works after a deflect or as a punish to something with a lot of recovery.
  • jB, (5A>2A>5B 412B, AC,)x2, 4A>A>5B 236a(x2) 623A>623B, 3B
Moriya's teleport loop
  • jB, 5A>2A>5B 412B, AC, 4a>2a>5b 236a(x2) 623a>623B, 3B
Some formats limit Moriya teleport to one use per combo, in which case use this. The damage difference is slight so this is also worth going for if you're not consistent with the loop yet.
  • 5A>2A>5B 412B, AC, 5C 623A 623B/641236AB
variation of the above. Some rule sets use this as a bnb to prevent any attacks from being looped after a teleport as 5C can’t be linked to other normals.
  • 22A/B A + B + C + 2C + A + 2C + 6BC,412C (hold release A) 623A>623B 3B
Anti-air deflect conversion for style.
  • 5A 5B 22A/B or 5A 2A 5B 22A/B. True 50/50 fandango setup at point blank on hit.

Super Speed Combos

A + B + C + A + B + C + A + B + 236C (109 Damage)
A + B + C + A + B + C + C + B + A + 236C (138 damage) 
A + B + C + 2C + A + 2C + 6BC (96 Damage)
A + B + C + 2C + A + 6BC + A + B + 236B (134 Damage)

Videos

Moriya [CHARACTER BREAKDOWN & MOVELIST] by TK_MELLOWLINK


Moriya high level play tutorial by wongkenfeng

The above video demonstrates advanced forms of Moriya okizeme, taking heavy advantage of run canceling (performed by quickly tapping up then down after running through an opponent)


The Last Blade 2
General

FAQControlsSystemStrategy

Characters

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