Serving as the "shoto" of the roster, Kaede is a fairly well-rounded character with minimal execution barriers. Primarily aiming to fight at mid to close range and built to bait deflects. He's easily the best in Power mode. However, his Speed mode does have some unique advantages.
Serving as the "shoto" of the roster, Kaede is a fairly well-rounded character with minimal execution barriers. Primarily aiming to fight at mid to close range and built to bait deflects. He's easily the best in Power mode. However, his Speed mode does have some unique advantages.
<div id="movelist-1" class="movelist"><!-- Power -->
|
{{ProConTable
|pros=
* Strong pokes in neutral
* Strong pokes in neutral
* Simple yet effective hit confirms
* Simple yet effective hit confirms
Line 16:
Line 17:
* Incredible anti-air and air-to-air presence
* Incredible anti-air and air-to-air presence
* Highest meterless damage from command grab
* Highest meterless damage from command grab
|
|cons=
* Long range pokes typically have significant hurtbox extension
* Long range pokes typically have significant hurtbox extension
* No mix beyond his basic stagger pressure
* No mix beyond his basic stagger pressure
* Poor oki
* Poor oki
|-
* A bug that forces him to stand up after being in a hard knockdown state and getting hit by an OTG means opponents can loop their pressure on him, or even get a guaranteed 50/50 in the form of fandango
* 5A>A is one of the best empty cancels in the game
* 5A>A is one of the best empty cancels in the game
* Simple yet effective hit confirms
* Simple yet effective hit confirms
* Effective low crushes to accentuate strike/throw game plan
* Effective low crushes to accentuate strike/throw game plan
* High metered damage off command grab
* High metered damage off command grab
|
|cons=
* Long range pokes typically have significant hurtbox extension
* Long range pokes typically have significant hurtbox extension
* Low damage on individual hits, compounding the above weakness
* Low damage on individual hits, compounding the above weakness
* Struggles to confirm super outside of command grab
* Struggles to confirm super outside of command grab
|-
* Recovery roll bug is still present, with the above disadvantages
! scope = row | EX
}}</div>
|
<div id="movelist-3" class="movelist"><!-- EX -->
{{ProConTable
|pros=
* Same strengths as speed, with slightly higher potential damage from command grab
* Same strengths as speed, with slightly higher potential damage from command grab
|
|cons=
* Same weaknesses as speed
* Same weaknesses as speed
* Massive defense penalty makes trades even worse
* Massive defense penalty makes trades even worse
* 214A super cancels don't work mid combo
* 214A super cancels don't work mid combo}}
|}
</div>
==Strategy==
==Strategy==
For the majority of matchups, you'll be attempting to poke out the opponent at mid range until you find a chance to get a hop, at which point you can begin baiting deflects and fishing for his incredibly rewarding command grab. Although his mixups are fairly linear and often reactable, Kaede can steal the opponent's turn surprisingly easily even in power mode. This allows him to go on the offensive while still maintaining access to high damage pokes and whiff punishes. Although his long range presence is not particularly strong, he has access to both a fireball and some strong (and frankly underrated) options from dashing in. Put this in tandem with the unique properties of his air-fireball, and Kaede can effectively threaten the opponent from any range. In speed mode, Kaede can bank a lot harder on his pressure, gaining access to a pair of fast overheads and becoming even better at baiting deflects. This makes his command grab all the more threatening, especially when you consider that in speed he can confirm fandangos off of it. However, the majority of Kaede's confirms become weaker in speed, and he generally trades less favorably with most normals (a huge weakness given that Kaede has significant hurtbox extension on his more commital pokes). In either mode, Kaede's disadvantage state is disproportionately strong. This is because he has access to a high-priority jab, standing A reaches relatively far compared to most 4f jabs, and during tech chase situations he has access to two different air fireballs as well as a fast high priority jumping normal. This allows him to viably air tech against the majority of the roster, as he will often force a favorable trade and get the opponent off of him.
For the majority of matchups, you'll be attempting to poke out the opponent at mid range until you find a chance to get a hop, at which point you can begin baiting deflects and fishing for his incredibly rewarding command grab. Although his mixups are fairly linear and often reactable, Kaede can steal the opponent's turn surprisingly easily even in power mode. This allows him to go on the offensive while still maintaining access to high damage pokes and whiff punishes. Although his long range presence is not particularly strong, he has access to both a fireball and some strong (and frankly underrated) options from dashing in. Put this in tandem with the unique properties of his air-fireball, and Kaede can effectively threaten the opponent from any range. In speed mode, Kaede can bank a lot harder on his pressure, gaining access to a pair of fast overheads and becoming even better at baiting deflects. This makes his command grab all the more threatening, especially when you consider that in speed he can confirm fandangos off of it. However, the majority of Kaede's confirms become weaker in speed, and he generally trades less favorably with most normals (a huge weakness given that Kaede has significant hurtbox extension on his more commital pokes). In either mode, Kaede's disadvantage state is disproportionately strong. This is because he has access to a high-priority jab, standing A reaches relatively far compared to most 4f jabs, and during tech chase situations he has access to two different air fireballs as well as a fast high priority jumping normal. This allows him to viably air tech against the majority of the roster, as he will often force a favorable trade and get the opponent off of him.
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|version=Power
|version=Power
|damage=13/1
|damage=13/1
|startup=4
|startup=5
|active=2
|active=2
|recovery=16
|recovery=16
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|version=Speed
|version=Speed
|damage=8/0
|damage=8/0
|startup=4
|startup=5
|active=2
|active=2
|recovery=16
|recovery=16
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|cancel=○/○
|cancel=○/○
|tech=Air
|tech=Air
|description=A very fast but decently long range poke with good horizontal priority. Easily Kaede's best grounded poke due to being incredibly noncommital and stuffing most approach attempts. Notably it can also combo into most specials depending on your range, with DP in particular being very consistent at even longer ranges. Can serve as an anti-air if spaced against jump ins with weak air-to-ground priority.
|description=A very fast but decently long range poke with good horizontal priority. Has the most reach for any 5A of any character in game by a few pixels. Easily Kaede's best grounded poke due to being incredibly noncommital and stuffing most approach attempts. Notably it can also combo into most specials depending on your range, with DP in particular being very consistent at even longer ranges. Can serve as an anti-air if spaced against jump ins with weak air-to-ground priority. Confirms into 236236B sdm as well for a comeback tool.
}}
}}
}}
}}
Line 90:
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|version=Power
|version=Power
|damage=13/1
|damage=13/1
|startup=4
|startup=5
|active=2
|active=2
|recovery=12
|recovery=12
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Line 108:
|version=Speed
|version=Speed
|damage=8/0
|damage=8/0
|startup=4
|startup=5
|active=2
|active=2
|recovery=12
|recovery=12
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Line 123:
|image=LB2_Kaede_B_image.png
|image=LB2_Kaede_B_image.png
|hitbox=LB2_Kaede_B.png
|hitbox=LB2_Kaede_B.png
|hitbox2=LB2_Kaede_5AB2.png
|caption=Not a poke
|caption=Not a poke
|name=5B
|name=5B
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|version=Power
|version=Power
|damage=30/3
|damage=30/3
|startup=10
|startup=11
|active=3
|active=2,1
|recovery=22
|recovery=22
|state= Any
|state= Any
|frame advantage=+4/-10
|frame advantage=+4/-10,+6/-8
|meter gain=
|meter gain=
|guard=M
|guard=M
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|version=Speed
|version=Speed
|damage=16/0
|damage=16/0
|startup=10
|startup=11
|active=3
|active=2,1
|recovery=22
|recovery=22
|state=Any
|state=Any
|frame advantage=+4/-16
|frame advantage=+4/-16,+6/-14
|meter gain=
|meter gain=
|guard=M
|guard=M
|cancel=○/○
|cancel=○/○
|tech=Air
|tech=Air
|description=A fairly slow normal with moderate range and is unsafe on block. Notably can combo into 214A from a significant distance away from the opponent, making it a solid punish tool in power mode against unsafe blockstrings. Not advisable to use in neutral.
|description=A fairly slow normal with moderate range and is unsafe on block. Notably can combo into 214A from a significant distance away from the opponent, making it a solid punish tool in power mode against unsafe blockstrings. Not advisable to use in neutral. The 2nd hitbox can hit behind opponents on the ground, and if you can land it in that way it can combo to 214B.
}}
}}
}}
}}
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|version=Power
|version=Power
|damage=50/6
|damage=50/6
|startup=19
|startup=20
|active=4
|active=4
|recovery=34
|recovery=34
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|version=Speed
|version=Speed
|damage=23/0
|damage=23/0
|startup=13
|startup=14
|active=4
|active=4
|recovery=34
|recovery=34
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Line 200:
|version=Power
|version=Power
|damage=13/1
|damage=13/1
|startup=9
|startup=10
|active=4
|active=4
|recovery=16
|recovery=16
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|version=Power
|version=Power
|damage=19/2
|damage=19/2
|startup=7
|startup=8
|active=3
|active=3
|recovery=32
|recovery=32
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Line 249:
|version=Speed
|version=Speed
|damage=16/0
|damage=16/0
|startup=7
|startup=8
|active=3
|active=3
|recovery=32
|recovery=32
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Line 269:
{{AttackData-LB2
{{AttackData-LB2
|damage=61
|damage=61
|startup=45~85
|startup=46~86
|active=2
|active=2
|recovery=44
|recovery=44
Line 284:
Line 289:
{{AttackData-LB2
{{AttackData-LB2
|damage=16
|damage=16
|startup=22
|startup=23
|active=3
|active=3
|recovery=23
|recovery=23
Line 305:
Line 310:
|version=Power
|version=Power
|damage=21
|damage=21
|startup=15
|startup=16
|active=2
|active=2
|recovery=27
|recovery=27
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Line 324:
|version=Speed
|version=Speed
|damage=21
|damage=21
|startup=15
|startup=16
|active=2
|active=2
|recovery=27
|recovery=27
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Line 347:
|version=Power
|version=Power
|damage=13/1
|damage=13/1
|startup=4
|startup=5
|active=3
|active=3
|recovery=16
|recovery=16
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Line 361:
|version=Speed
|version=Speed
|damage=11/0
|damage=11/0
|startup=4
|startup=5
|active=3
|active=3
|recovery=16
|recovery=16
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Line 370:
|cancel=
|cancel=
|tech= Air
|tech= Air
|description=A normal which doesn't lead to anything, and despite the animation, doesn't require a low deflect. Inferior to standing 4A in almost every way. In speed or EX, you can continue chaining off of it if chained into from 5A, but it's still generally worse than just following up with the second hit of 5A unless you manage to get a punish at point blank, in which case it will do 1 more point of damage.
|description=A normal which doesn't lead to anything, and despite the animation, doesn't require a low deflect. Inferior to standing 4A in almost every way. In speed or EX, you can continue chaining off of it if chained into from 4A or 5A, but it's still generally worse than just following up with the second hit of 5A unless you manage to get a punish at point blank, in which case it will do 1 more point of damage.
}}
}}
}}
}}
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Line 383:
|version=Power
|version=Power
|damage=28/3
|damage=28/3
|startup=13
|startup=14
|active=4
|active=4
|recovery=26
|recovery=26
Line 392:
Line 397:
|version=Speed
|version=Speed
|damage=23/0
|damage=23/0
|startup=13
|startup=14
|active=4
|active=4
|recovery=26
|recovery=26
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Line 418:
|version=Power
|version=Power
|damage=13/1
|damage=13/1
|startup=5
|startup=6
|active=2
|active=2
|recovery=17
|recovery=17
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Line 432:
|version=Speed
|version=Speed
|damage=11/0
|damage=11/0
|startup=5
|startup=6
|active=2
|active=2
|recovery=17
|recovery=17
Line 448:
Line 453:
|version=Power
|version=Power
|damage=24/3
|damage=24/3
|startup=8
|startup=9
|active=3
|active=3
|recovery=26
|recovery=26
Line 462:
Line 467:
|version=Speed
|version=Speed
|damage=19/0
|damage=19/0
|startup=8
|startup=9
|active=3
|active=3
|recovery=26
|recovery=26
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Line 490:
|version=Power
|version=Power
|damage=13/1
|damage=13/1
|startup=5
|startup=6
|active=2
|active=2
|recovery=N/A
|recovery=N/A
Line 499:
Line 504:
|version=Speed
|version=Speed
|damage=11/0
|damage=11/0
|startup=5
|startup=6
|active=2
|active=2
|recovery=N/A
|recovery=N/A
Line 520:
Line 525:
|version=Power
|version=Power
|damage=26/3
|damage=26/3
|startup=7
|startup=8
|active=4
|active=4
|recovery=N/A
|recovery=N/A
Line 534:
Line 539:
|version=Speed
|version=Speed
|damage=11/0
|damage=11/0
|startup=7
|startup=8
|active=4
|active=4
|recovery=N/A
|recovery=N/A
Line 543:
Line 548:
|cancel= x/x
|cancel= x/x
|tech= Air
|tech= Air
|description=A relatively slow jump in with a large hitbox and a fair number of active frames. Not as useful as it looks due to extending Kaede's hurtbox as far as the hitbox goes, but notably serves as his most damaging power mode jump in. Despite how it’s hitboxes look it can cross up
|description=A relatively slow jump in with a large hitbox and a fair number of active frames. Not as useful as it looks due to extending Kaede's hurtbox as far as the hitbox goes, but notably serves as his most damaging jump in. Despite how it’s hitboxes look it can cross up
}}
}}
}}
}}
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Line 560:
|version=Power
|version=Power
|damage=13/1
|damage=13/1
|startup=3
|startup=4
|active=2
|active=2
|recovery= N/A
|recovery= N/A
Line 569:
Line 574:
|version=Speed
|version=Speed
|damage=11/0
|damage=11/0
|startup=3
|startup=4
|active=2
|active=2
|recovery=N/A
|recovery=N/A
Line 578:
Line 583:
|cancel= o/o
|cancel= o/o
|tech= Air
|tech= Air
|description=A fast jump in and best crossup option. A very useful air-to-ground after a hop or can be used as an instant overhead against big bodies by canceling into j.236 A. In any mode, you can use this move partway into a hop in order to leave yourself at advantage and extend pressure, making it a very valuable tool when attempting to go on the offensive. Due to the very few active frames, this move can be very convincingly whiffed against an opponent for an empty hop 41236C. Be warned that any use of this move which would be an air-tight blockstring leaves you unsafe (even on hit unless canceled into j.236A), so don't get caught relying on this move too heavily. If landed as an air-to-air, it can be canceled into j.236B in order to disengage from the opponent and reliably cover ground techs.
|description=A fast jump in and best crossup option. A very useful air-to-ground after a hop or can be used as an instant overhead against big bodies by canceling into j.236 A. In any mode, you can use this move partway into a hop in order to leave yourself at advantage and extend pressure, making it a very valuable tool when attempting to go on the offensive. Due to the very few active frames, this move can be very convincingly whiffed against an opponent for an empty hop 41236C. Be warned that any use of this move which would be an air-tight blockstring leaves you unsafe (even on hit unless canceled into j.236A), so don't get caught relying on this move too heavily. If landed as an air-to-air, it can be canceled into j.236B in order to disengage from the opponent and reliably cover ground techs. This can be risky though. Depending on your opponent it’s possible for them to punish your landing recovery from the air fireball
}}
}}
}}
}}
Line 592:
Line 597:
|version=Power
|version=Power
|damage=26/3
|damage=26/3
|startup=9
|startup=10
|active=4
|active=4
|recovery=28
|recovery=28
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Line 611:
|version=Speed
|version=Speed
|damage=11/0
|damage=11/0
|startup=9
|startup=10
|active=4
|active=4
|recovery=28
|recovery=28
Line 615:
Line 620:
|cancel= o/o
|cancel= o/o
|tech= Air
|tech= Air
|description=A dashing normal with an incredibly large disjoint, and can combo into 214A or 236236B from the majority of its range. Safe on block if spaced correctly, and can be a massively useful tool to scare opponents out of throwing pokes out haphazardly thanks to its massive base damage. If the opponent begins respecting this move's priority too much, it's not difficult to run in grab or even 41236C.
|description=A dashing normal with an incredibly large disjoint, and can combo into 214A or 236236B from the majority of its range. Safe on block if spaced correctly, and can be a massively useful tool to scare opponents out of throwing pokes out haphazardly thanks to its massive base damage. If the opponent begins respecting this move's priority too much, it's not difficult to run in grab or even 41236C. Against crouching opponents in a corner (and a standing Okina) this can combo to 214B if you hit it deep enough.
}}
}}
}}
}}
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|version=Power
|version=Power
|damage=26/3
|damage=26/3
|startup=9
|startup=10
|active=2
|active=2
|recovery=30
|recovery=30
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Line 646:
|version=Speed
|version=Speed
|damage=19/0
|damage=19/0
|startup=9
|startup=10
|active=2
|active=2
|recovery=30
|recovery=30
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Line 668:
{{AttackData-LB2
{{AttackData-LB2
|damage=8/0
|damage=8/0
|startup=7
|startup=8
|active=2
|active=2
|recovery=20
|recovery=20
Line 684:
Line 689:
{{AttackData-LB2
{{AttackData-LB2
|damage=16/0
|damage=16/0
|startup=9
|startup=10
|active=3
|active=3
|recovery=17
|recovery=17
Line 704:
Line 709:
{{AttackData-LB2
{{AttackData-LB2
|damage=28/0
|damage=28/0
|startup=9
|startup=10
|active=2
|active=2
|recovery=36
|recovery=36
Line 801:
Line 806:
|version=Power
|version=Power
|damage=6+17/1+2
|damage=6+17/1+2
|startup=5
|startup=6
|active=2-2
|active=2-2
|recovery=38
|recovery=38
Line 815:
Line 820:
|version=Speed
|version=Speed
|damage=4+16/1+2
|damage=4+16/1+2
|startup=5
|startup=6
|active=2-2
|active=2-2
|recovery=35
|recovery=35
Line 824:
Line 829:
|cancel= x/x
|cancel= x/x
|tech= Air
|tech= Air
|description=A basic anti-air which causes an techable launch into a tech chase on hit. Relatively safe to whiff compared to the B version, but is less rewarding and notably has longer startup than the B version. If only the first hit connects the opponent is put into a juggle state.
|description=A basic anti-air which causes an techable launch into a tech chase on hit. Relatively safe to whiff compared to the B version, but is less rewarding and notably has longer startup than the B version. If only the 2nd hit connects the opponent is put into a juggle state.
}}
}}
}}
}}
Line 842:
Line 847:
|version=Power
|version=Power
|damage=6+10+24(+15)/1+1+3
|damage=6+10+24(+15)/1+1+3
|startup=3(7)
|startup=4(8)
|active=2-2-2(-4)
|active=2-2-2(-4)
|recovery=67
|recovery=67
Line 856:
Line 861:
|version=Speed
|version=Speed
|damage=7+9+16(+9)/1+1+2
|damage=7+9+16(+9)/1+1+2
|startup=3(7)
|startup=4(8)
|active=2-4-[1]-2(-4)
|active=2-4-[1]-2(-4)
|recovery=54
|recovery=54
Line 865:
Line 870:
|cancel= x/x
|cancel= x/x
|tech= Ground
|tech= Ground
|description=A high-flying DP which can function as a committal anti-air. Has a unique follow up on hit or block performed with 623B. Useful as a combo ender thanks to its high meterless damage, fast startup, and causing a soft knockdown afterwords. Notably, the first part of the move is a multihit, and if the second hit uncombos the opponent is able to ground tech and punish you on hit. Amusingly, this is Kaede's fastest strike from standing. There is a 1f gap between the second and third hits in speed/EX, but power is active for the full duration between both hits.
|description=A high-flying DP which can function as a committal anti-air. Has a unique follow up on hit or block performed with 623B. Useful as a combo ender thanks to its high meterless damage, fast startup, and causing a soft knockdown afterwords. Notably, the first part of the move is a multihit, and if the second hit uncombos the opponent is able to ground tech and punish you on hit. Amusingly, this is Kaede's fastest strike from standing. There is a 1f gap between the second and third hits in speed/EX, but power is active for the full duration between both hits. The grounded initial hit (the elbow) is air unblockable.
}}
}}
}}
}}
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Line 890:
|version=Power
|version=Power
|damage=13+13+32/1+1+4
|damage=13+13+32/1+1+4
|startup=18
|startup=19
|active=25-2-2-2
|active=25-2-2-2
|recovery=41
|recovery=41
Line 899:
Line 904:
|version=Speed
|version=Speed
|damage=9+9+13/1+1+2
|damage=9+9+13/1+1+2
|startup=18
|startup=19
|active=25-2-2-2
|active=25-2-2-2
|recovery=41
|recovery=41
Line 926:
Line 931:
|version=Power
|version=Power
|damage=15+19+35/1+2+4
|damage=15+19+35/1+2+4
|startup=24
|startup=25
|active=31-2-2-2
|active=31-2-2-2
|recovery=38
|recovery=38
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Line 945:
|version=Speed
|version=Speed
|damage=11+14+28/1+1+3
|damage=11+14+28/1+1+3
|startup=24
|startup=25
|active=31-2-2-2
|active=31-2-2-2
|recovery=38
|recovery=38
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Line 954:
|cancel= x/x
|cancel= x/x
|tech= Air
|tech= Air
|description=A slower version of qcb A that ends in an overhead, this is however irrelevant as the only option it's remotely ambiguous to hits mid. Notably you gain enough hit advantage after the launch to OTG from midscreen. This is generally seen as the inferior version of Kaede's tatsu due to being unable to be combo'd into, and even worse in neutral due to the opponent gaining additional options for how they wish to punish you on block due to Kaede jumping at the end and there being a wider gap between the individual hits.
|description=A slower version of qcb A that ends in an overhead, this is however irrelevant as the only option it's remotely ambiguous to hits mid. Notably you gain enough hit advantage after the launch to OTG from midscreen. This is generally seen as the inferior version of Kaede's tatsu due to being unable to be combo'd into normally and even worse in neutral due to the opponent gaining additional options for how they wish to punish you on block due to Kaede jumping at the end and there being a wider gap between the individual hits.
*It can combo from a dashing B attack vs a crouching cornered opponent (and standing Okina) if the B hits as close as possible. Also possible to combo from 5B if 5B’s 2nd hitbox hits an opponent from behind.
}}
}}
}}
}}
Line 1,069:
Line 1,075:
|version=Power
|version=Power
|damage=
|damage=
|startup=0
|startup=1
|active=N/A
|active=N/A
|recovery=
|recovery=
Line 1,083:
Line 1,089:
|version=Speed
|version=Speed
|damage=
|damage=
|startup=0
|startup=1
|active=N/A
|active=N/A
|recovery=
|recovery=
|state= Air
|state= Air
|frame advantage=KD
|frame advantage= -6
|meter gain=
|meter gain=
|guard=N/A
|guard=N/A
Line 1,105:
Line 1,111:
|version=Power
|version=Power
|damage=14
|damage=14
|startup=0
|startup=1
|active=N/A
|active=N/A
|recovery=34
|recovery=34
Line 1,119:
Line 1,125:
|version=Speed
|version=Speed
|damage=13
|damage=13
|startup=0
|startup=1
|active=N/A
|active=N/A
|recovery=34
|recovery=34
Line 1,165:
Line 1,171:
|cancel= x/x
|cancel= x/x
|tech= Ground
|tech= Ground
|description=A very high priority projectile which leads to very high damage. This super does about what you'd expect, with the most noteworthy thing being that it's air blockable (however, it's still very advantageous upon the opponent doing so). Punishable on block, but usually not with a full combo unless the opponent did so at close range, as such it becomes a very useful neutral tool to check the opponent with while in desperation. If the opponent trades with this move, the projectile will still play through the entire animation, allowing for some very flashy juggles off of it. Notably does more damage than 236236AB if all hits land, so midscreen it's ideal for command grab conversions.
|description=A very high priority projectile which leads to very high damage. This super does about what you'd expect, with the most noteworthy thing being that it's air blockable (however, it's still very advantageous upon the opponent doing so). Punishable on block, but usually not with a full combo unless the opponent did so at close range, as such it becomes a very useful neutral tool to check the opponent with while in desperation. If the opponent trades with this move, the projectile will still play through the entire animation, allowing for some very flashy juggles off of it. Notably does more damage than 236236AB if all hits land, so midscreen it's ideal for command grab conversions. You can delay the dm by holding A+B
}}
}}
}}
}}
Line 1,178:
Line 1,184:
|version=Power
|version=Power
|damage=90/11
|damage=90/11
|startup=22-62
|startup=23-63
|active=2
|active=2
|recovery=50
|recovery=50
Line 1,192:
Line 1,198:
|version=Speed
|version=Speed
|damage=75/9
|damage=75/9
|startup=30-70
|startup=31-71
|active=2
|active=2
|recovery=50
|recovery=50
Line 1,201:
Line 1,207:
|cancel= x/x
|cancel= x/x
|tech= Ground
|tech= Ground
|description=A massive slash forward with a deceptively short hitbox (virtually no anti-air presence, this ain't captain sword), and a noticeable amount of hurtbox extension. In power mode it's a great confirm off of 214A or 6C, and can also be used as a committal read against fireballs. Due to being a single hit, you can also use this move to deal a massive burst of damage to armored opponents without fear of counter-attack if it will kill (which is particularly useful in the Juzoh matchup, where he would normally run through your projectile super). In speed/EX this move becomes significantly slower, and as such is only really used to combo off a fandango in the corner when in desperation.
|description=A massive slash forward with a deceptively short hitbox (virtually no anti-air presence, this ain't captain sword), and a noticeable amount of hurtbox extension. In power mode it's a great confirm off of 214A or 6C, and can also be used as a committal read against fireballs. Due to being a single hit, you can also use this move to deal a massive burst of damage to armored opponents without fear of counter-attack if it will kill (which is particularly useful in the Juzoh matchup, where he would normally run through your projectile super). In speed/EX this move becomes significantly slower, and as such is only really used to combo off a fandango in the corner when in desperation. Can be delayed by holding A+B, and doing so is needed for some combos.
}}
}}
}}
}}
Line 1,230:
Line 1,236:
{{MoveData
{{MoveData
|image=LB2_Kaede_qcf+qcf+B.png
|image=LB2_Kaede_qcf+qcf+B.png
|caption= No hitconfirm, no 1f, no problem
|caption= Comeback time
|name=236236B
|name=236236B
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage=141/1
|damage=141/1
|startup=15-55
|startup=16-56
|active=10
|active=10
|recovery=16
|recovery=16
Line 1,244:
Line 1,250:
|cancel= x/x
|cancel= x/x
|tech= Ground
|tech= Ground
|description=A short range, cinematic super. Unsafe on block and difficult to confirm due to pushback, as well as having relatively average base damage compared to other SDMs. But this super scales incredibly well, and can often end up being the optimal conversion of most starters regardless.
|description=A short range, cinematic super. Unsafe on block and difficult to confirm due to pushback, as well as having relatively average base damage compared to other SDMs. But this super scales incredibly well, and can often end up being the optimal conversion of most starters regardless. Combos from anything cancelable in range, notably 5A at almost its max range.
* Your opponent can ground tech after this connects, making it very, very unsafe. If your opponent is in speed/ex and has full meter they can ground tech and fandango, forcing you to chose between high and low block/deflect. Jump deflecting the fandango is not possible in this exact scenario. Due to this it is best not to to use this sdm unless you are certain it will kill.
*To combo this from 5A input it as 236AB/236AC ~236B. Using 236AB or AC prevents a special from coming out so it gives you 5A 236236B smoothly. It’s not impossible to connect from 5A without buffering but it is very difficult.
* Your opponent can ground tech after this connects, making it -47. If your opponent is in speed/ex and has full meter they can ground tech and fandango, forcing you to chose between high and low block. Deflecting the fandango is not possible here. Kaede is technically invincible during this time, but when his hurtboxes reappear he can only block or start a jump. Every character can guarantee a throw here at the very least. Juzoh, Mukuro, Kaede (with meter or desperation), Hibiki and Zantetsu (with sdm on deck) can kill you outright as there is no way for Kaede to escape. Due to this it may be best to only use this when you are certain it will take the round, or if your opponent doesn’t know this.
*2323B is also accepted by the game as an input for this sdm.
}}
}}
}}
}}
Line 1,253:
Line 1,261:
* 4A(x3), 5A, 623B(x2)
* 4A(x3), 5A, 623B(x2)
* 41236C, j.CD
* 41236C, j.CD
* 41236C, j.B, j.CD
* 41236C, j.B, j.CD in or near a corner
: Optimized version of the combo above. Land after j.B and then jump into the opponent quickly to throw
: Optimized version of the combo above. Land after j.B and then jump into the opponent quickly to throw
* Dash A/B, 236B
* Dash A/B, 236x/214A/623Bx2
* j.B, 5B, 623B(x2)
* j.B, 5B, 623B(x2)
* 41236C, 623B(x2)
* 41236C, 623B(x2)
Line 1,287:
Line 1,295:
* Dash A/B, 236236B
* Dash A/B, 236236B
* j.B, 5B, 236236B
* j.B, 5B, 236236B
* 5B 214B (2 hits) 236236AB or 2146AB. This works if you hit with 5B’s 2nd hitbox from behind a grounded opponent, do 214B in the direction kaede is facing. You can aim for this after an anti air deflect and guard cancel by running under the opponent and hitting B, or on an opponents wake up. It’s not very practical but it is possible. You need desperation status to connect a dm here after a guard cancel
*Dashing B 214B (2 hits) 236236AB. Only works on crouching opponents in a corner and the dashing attack must hit as close as possible. Works on standing Okina in a corner as well.
===Speed and EX Mode===
===Speed and EX Mode===
Line 1,292:
Line 1,302:
* j.B, 4A 5A 5A 5B 6C, 3B
* j.B, 4A 5A 5A 5B 6C, 3B
* j.B, 5A 5B, 5A 5A 2B 6B
* j.B, 5A 5B, 5A 5A 2B 6B
* 5A 2A 5B 214A
* Dash A/B 2B 236B
* Dash A/B 2B 236B
* Dash A/B 5B, 214A
* Dash A/B 5B, 214A
* Dash A/B 5B BC, 623B(x2)
* Dash A/B 5B BC, 623B(x2) corner
* j.B, 4A 5A 5A 5B, 236B
* j.B, 4A 5A 5A 5B, 236B
* 5A 5B 2C 623Bx2
* 5A 5B 2C 623Bx2
* 5A 5B 5A 5B 6B/236B bnb
* 5A 5B 5A 5B 6B/236B bnb
* 5A 5B 5A 5B 5A 6B
* 5A 5B 5A 5B 5A 6C dash otg 3B/5C
* 4A 5A 5B 5A 5A 2B 6B. The first 5A is a link from 4A. Ending with 2B 236B gives the same damage as 6B. Optimized speed/ex bnb for damage
* 4A 5A 5B 5A 5A 2B 6B. The first 5A is a link from 4A. Ending with 2B 236B gives the same damage as 6B. Optimized speed/ex bnb for damage
* 5A 5B 5A 5B BC 623Bx2 corner
* 5A 5B 5A 5B BC 623Bx2 corner
* jB micro-dash 4A 5A 5A 2B BC 623A 623B 3B/5C otg. Corner. If only the first hit of 623A connects you can juggle after with 623B. Against big bodies you can connect 623Bx2. Other routes work for this, but this is the most stable one.
* jB micro-dash 4A 5A 5A 2B BC 623A 623B 3B/5C otg. Corner. If only the 2nd hit of 623A connects you can juggle after with 623B. Against big bodies you can connect 623Bx2. Other routes work for this, but this is a stable one. Vs. non big bodies 623Ax2 is more consistent.
* 41236C 623Bx2, 623Bx2 9CD or otg 3B/5C. Mid screen. first 623B needs to hit the opponent as high as possible.
* 41236C, 22A/B, A + B + C + A + B + C + C + B + 236A Kaede's best route both in and out of desperation.
* 41236C, 22A/B, A + B + C + A + B + C + C + B + 236A Kaede's best route both in and out of desperation.
* 41236C, 22A/B, A + B + C + 2C + A + 2C + 6BC, 2146AB (Delay 2146AB ever so slightly so all the hits connect. Swap 2146AB for 236236AB in the corner. 130 and 119 respectively.)
* 41236C, 22A/B, A + B + C + 2C + A + 2C + 6BC, 2146AB (Delay 2146AB ever so slightly so all the hits connect. Swap 2146AB for 236236AB in the corner. 130 and 119 respectively.)
Serving as the "shoto" of the roster, Kaede is a fairly well-rounded character with minimal execution barriers. Primarily aiming to fight at mid to close range and built to bait deflects. He's easily the best in Power mode. However, his Speed mode does have some unique advantages.
Strengths
Weaknesses
Strong pokes in neutral
Simple yet effective hit confirms
Forces favorable trades incredibly easily
Incredible anti-air and air-to-air presence
Highest meterless damage from command grab
Long range pokes typically have significant hurtbox extension
No mix beyond his basic stagger pressure
Poor oki
A bug that forces him to stand up after being in a hard knockdown state and getting hit by an OTG means opponents can loop their pressure on him, or even get a guaranteed 50/50 in the form of fandango
Strengths
Weaknesses
5A>A is one of the best empty cancels in the game
Simple yet effective hit confirms
Effective low crushes to accentuate strike/throw game plan
High metered damage off command grab
Long range pokes typically have significant hurtbox extension
Low damage on individual hits, compounding the above weakness
Struggles to confirm super outside of command grab
Recovery roll bug is still present, with the above disadvantages
Strengths
Weaknesses
Same strengths as speed, with slightly higher potential damage from command grab
Same weaknesses as speed
Massive defense penalty makes trades even worse
214A super cancels don't work mid combo
Strategy
For the majority of matchups, you'll be attempting to poke out the opponent at mid range until you find a chance to get a hop, at which point you can begin baiting deflects and fishing for his incredibly rewarding command grab. Although his mixups are fairly linear and often reactable, Kaede can steal the opponent's turn surprisingly easily even in power mode. This allows him to go on the offensive while still maintaining access to high damage pokes and whiff punishes. Although his long range presence is not particularly strong, he has access to both a fireball and some strong (and frankly underrated) options from dashing in. Put this in tandem with the unique properties of his air-fireball, and Kaede can effectively threaten the opponent from any range. In speed mode, Kaede can bank a lot harder on his pressure, gaining access to a pair of fast overheads and becoming even better at baiting deflects. This makes his command grab all the more threatening, especially when you consider that in speed he can confirm fandangos off of it. However, the majority of Kaede's confirms become weaker in speed, and he generally trades less favorably with most normals (a huge weakness given that Kaede has significant hurtbox extension on his more commital pokes). In either mode, Kaede's disadvantage state is disproportionately strong. This is because he has access to a high-priority jab, standing A reaches relatively far compared to most 4f jabs, and during tech chase situations he has access to two different air fireballs as well as a fast high priority jumping normal. This allows him to viably air tech against the majority of the roster, as he will often force a favorable trade and get the opponent off of him.
Normals
Standing
5A
Shoto's gotta shoto
Shoto's gotta shoto
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
2
16
Any
+5/-7
-
M
o/o
Air
Speed
8/0
5
2
16
Any
+5/-10
-
M
○/○
Air
A very fast but decently long range poke with good horizontal priority. Has the most reach for any 5A of any character in game by a few pixels. Easily Kaede's best grounded poke due to being incredibly noncommital and stuffing most approach attempts. Notably it can also combo into most specials depending on your range, with DP in particular being very consistent at even longer ranges. Can serve as an anti-air if spaced against jump ins with weak air-to-ground priority. Confirms into 236236B sdm as well for a comeback tool.
4A
Slap
Slap
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
2
12
Any
+9/-6
-
M
o/o
Air
Speed
8/0
5
2
12
Any
+9/-6
-
M
○/○
Air
A short jab with a deceptively high priority hitbox. This is likely going to be your primary combo starter in power mode, as it links into itself easily and serves as your fastest normal to escape pressure.
5B
Not a poke
Not a poke
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
11
2,1
22
Any
+4/-10,+6/-8
-
M
o/o
Air
Speed
16/0
11
2,1
22
Any
+4/-16,+6/-14
-
M
○/○
Air
A fairly slow normal with moderate range and is unsafe on block. Notably can combo into 214A from a significant distance away from the opponent, making it a solid punish tool in power mode against unsafe blockstrings. Not advisable to use in neutral. The 2nd hitbox can hit behind opponents on the ground, and if you can land it in that way it can combo to 214B.
6B
Is a poke (and it's not broken)
Is a poke (and it's not broken)
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
20
4
34
Any
-8/-13
-
M
x/x
Air
Speed
23/0
14
4
34
Any
-8/-28
-
M
x/x
Air
A long range poke which is deceptively safe at max range in power mode. Typically doesn't lead to much damage due to not being cancelable (especially so in speed/EX), but can leave you with solid frame advantage. Does a sizable chunk of damage on counter hit in power mode, and comes out very quickly in speed/EX. A damaging and consistent ender for speed chains.
5C
You didn't want to commit to 3b
You didn't want to commit to 3b
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
10
4
16
Any
+3/-12
-
M
o/o
Air
Speed
11/0
9
4
16
Any
+3/-12
-
M
○/○
Air
Only used for otg. Using 41236C after otg 5C is common for meter gain
6C
1f time
1f time
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
8
3
32
Any
-/-26
-
M
o/o
None
Speed
16/0
8
3
32
Any
-/-26
-
M
x/x
None
A wallbounce with decent range. Can be canceled in power for super confirms, or guarantee an OTG/oki in any mode. Difficult for some characters to punish on block if spaced and canceled into 236a/623a, however it can always be punished if what you do (or don't do) after the hit is read.
BC(Power)
"This player may be using wifi"
"This player may be using wifi"
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
46~86
2
44
Any
KD
-
UB
x/x
None
An unblockable which can be held down to delay. Due to significant startup and being possible to deflect, it's typically rather useless. In theory you can bait deflects fairly easily with it, but 41236C is just generally better at doing that.
BC(Speed/EX)
Reset time
Reset time
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.
16
23
3
23
Any
-/-20
-
H
x/x
Air/ground
An overhead which can lead to combo. Staggers if the opponent was blocking low, otherwise causes a launch (soft knockdown against grounded opponents, air techable restand against airborne opponents). Reactable, and Kaede's lows are already fairly underwhelming, so it's not often very useful during pressure situations. Also works as an anti-air.
3B
Stabby
Stabby
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
16
2
27
Ground
N/A
-
N/A
x/x
N/A
Speed
21
16
2
27
Ground
N/A
-
N/A
x/x
N/A
Hits OTG. Like other OTG 3B's, this can be performed out of a microdash by inputting 3BCD instead.
Crouching
2A
Objectively worse 4a
Objectively worse 4a
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
3
16
Any
+4/-11
-
M
-
Air
Speed
11/0
5
3
16
Any
+4/-11
-
M
-
Air
A normal which doesn't lead to anything, and despite the animation, doesn't require a low deflect. Inferior to standing 4A in almost every way. In speed or EX, you can continue chaining off of it if chained into from 4A or 5A, but it's still generally worse than just following up with the second hit of 5A unless you manage to get a punish at point blank, in which case it will do 1 more point of damage.
2B
SNK hitboxes at their finest
SNK hitboxes at their finest
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
28/3
14
4
26
Any
-1/-10
-
M
o/o
Air
Speed
23/0
14
4
26
Any
-1/-21
-
M
o/o
Air
A slow poke which can serve as a low crush. Not very useful in neutral due to being less rewarding than other options and being incredibly committal. Can be useful for far reaching speed chains due to the move's range and high damage, but otherwise it's not advised. In speed/ex only the first hitbox will combo into his BC overhead.
2C
Your best low (sadly)
Your best low (sadly)
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
2
17
Any
+4/-11
-
L
x/x
N/A
Speed
11/0
6
2
17
Any
+4/-11
-
L
o/o
N/A
A pretty standard low. Doesn't lead to anything, so the most you'll really get for landing it is a tic throw. Special cancelable in speed/EX, however the damage increase is minimal despite all your specials being unsafe at this range.
3C
Your second and worst low
Your second and worst low
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
24/3
9
3
26
Any
KD/-20
-
L
o/o
N/A
Speed
19/0
9
3
26
Any
KD/-20
-
L
o/o
N/A
A low sweep with decent range, but still mediocre compared to the sweeps of other characters. Can be situationally useful for microspacing. Chains during a speed series, and as such can sometimes catch opponents trying to fuzzy guard sBC attempts.
Air
j.A
Air-to-air
Air-to-air
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
2
N/A
Any
N/A
-
H
x/x
Air
Speed
11/0
6
2
N/A
Any
N/A
-
H
x/x
Air
A fast normal with long horizontal range and leaves Kaede in a favorable position on hit. Easily his best air-to-air. Decent meaty from a fadeback hop. Can cross up
j.B
Whiff punish but in the air
Whiff punish but in the air
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
8
4
N/A
Any
N/A
-
H
x/x
Air
Speed
11/0
8
4
N/A
Any
N/A
-
H
x/x
Air
A relatively slow jump in with a large hitbox and a fair number of active frames. Not as useful as it looks due to extending Kaede's hurtbox as far as the hitbox goes, but notably serves as his most damaging jump in. Despite how it’s hitboxes look it can cross up
j.C
You thought it was your turn, but it was me, Kaede!
You thought it was your turn, but it was me, Kaede!
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
N/A
Any
N/A
-
H
o/o
Air
Speed
11/0
4
2
N/A
Any
N/A
-
H
o/o
Air
A fast jump in and best crossup option. A very useful air-to-ground after a hop or can be used as an instant overhead against big bodies by canceling into j.236 A. In any mode, you can use this move partway into a hop in order to leave yourself at advantage and extend pressure, making it a very valuable tool when attempting to go on the offensive. Due to the very few active frames, this move can be very convincingly whiffed against an opponent for an empty hop 41236C. Be warned that any use of this move which would be an air-tight blockstring leaves you unsafe (even on hit unless canceled into j.236A), so don't get caught relying on this move too heavily. If landed as an air-to-air, it can be canceled into j.236B in order to disengage from the opponent and reliably cover ground techs. This can be risky though. Depending on your opponent it’s possible for them to punish your landing recovery from the air fireball
Dashing
Dashing High
Command run character in spirit
Command run character in spirit
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
10
4
28
Any
+3/-10
-
M
o/o
Air
Speed
11/0
10
4
28
Any
+3/-23
-
M
o/o
Air
A dashing normal with an incredibly large disjoint, and can combo into 214A or 236236B from the majority of its range. Safe on block if spaced correctly, and can be a massively useful tool to scare opponents out of throwing pokes out haphazardly thanks to its massive base damage. If the opponent begins respecting this move's priority too much, it's not difficult to run in grab or even 41236C. Against crouching opponents in a corner (and a standing Okina) this can combo to 214B if you hit it deep enough.
Dashing Low
Ignore this
Ignore this
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
10
2
30
Any
KD/-23
-
L
x/x
N/A
Speed
19/0
10
2
30
Any
KD/-23
-
L
x/x
N/A
A dashing low. Not particularly useful due to the long effective startup and lackluster priority, but causes a hard knockdown from a pretty noticeable distance.
Speed chain
5A>A
Most of why you pick speed
Most of why you pick speed
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
8/0
8
2
20
Any
+1/-14
-
M
o/o
Air
A chain that can only be obtained off 5A. Has a very strong disjoint, but the hitbox rarely comes into play since it can only be performed after a blocked/hit 5A. Very good for combo filler, especially given its long range and the fact that its only real competition is 2A. Doesn't link into anything, but can be canceled into more chains or specials. Makes for a good empty cancel off 5a thanks to its fast whiff animation, relative safety on block, and ability to be chained into 5b/6b on reaction to 5a landing.
5A>B
Most of why speed is cool
Most of why speed is cool
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.
16/0
10
3
17
Any
+9/-11
-
M
o/o
Air
Identical animation and hitbox to 5b, but has a few unique properties. Most notably it can be linked off of from close range, and it can obviously be chained into 5A>B>C. Almost exclusively a combo tool.
5A>B>C
Trade damage for a knowledge check
Trade damage for a knowledge check
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.
28/0
10
2
36
Any
Launch/-33
-
M
x/x
Air
Kaede's autocombo ender. Really solid effective range and sends the opponent at a decent angle for potential tech chases, however 623b does its job better in every possible way. Absolutely no reason to use this against a competent opponent.
All moves in this section are exclusive to speed/EX mode
Special Moves
Morning Star Squall - 236A/B
236A
Solid fireball
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
-
-
-
-
Any
-
-
M
x/x
Air
Speed
-
-
-
-
Any
-
-
M
x/x
Air
A single hit fireball which can be easily hopped over, and has fairly long recovery. Notably can be made safe at longer ranges, so it's potentially worthwhile to cancel off of standing A in power mode for frame traps.
236B
Less solid fireball
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
-
-
-
-
Any
-
-
M
x/x
Air
Speed
-
-
-
-
Any
-
-
M
x/x
Air
Similar to qcf A, but the projectile travels faster and the animation for the move is generally slower.
Morning Star Wind Fang - 623A/B
623A
DP
DP2nd hit
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
6+17/1+2
6
2-2
38
Any
-33/-31
-
M
x/x
Air
Speed
4+16/1+2
6
2-2
35
Any
-30/-28
-
M
x/x
Air
A basic anti-air which causes an techable launch into a tech chase on hit. Relatively safe to whiff compared to the B version, but is less rewarding and notably has longer startup than the B version. If only the 2nd hit connects the opponent is put into a juggle state.
623B
The cooler DP
The cooler DP2nd hit3rd hit623B follow up
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
6+10+24(+15)/1+1+3
4(8)
2-2-2(-4)
67
Any
-60/-57
-
M
x/x
Ground
Speed
7+9+16(+9)/1+1+2
4(8)
2-4-[1]-2(-4)
54
Any
-52/-47
-
M
x/x
Ground
A high-flying DP which can function as a committal anti-air. Has a unique follow up on hit or block performed with 623B. Useful as a combo ender thanks to its high meterless damage, fast startup, and causing a soft knockdown afterwords. Notably, the first part of the move is a multihit, and if the second hit uncombos the opponent is able to ground tech and punish you on hit. Amusingly, this is Kaede's fastest strike from standing. There is a 1f gap between the second and third hits in speed/EX, but power is active for the full duration between both hits. The grounded initial hit (the elbow) is air unblockable.
Morning Star Fillet Flash = 214A/B
214A
Super confirm
Super confirm1st hit2nd hit3rd hit
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+13+32/1+1+4
19
25-2-2-2
41
Any
KD/-34
-
M
o/o
None
Speed
9+9+13/1+1+2
19
25-2-2-2
41
Any
KD/-34
-
M
x/x
Air
A tatsu like function with long startup. The last hit will often crossup against a knocked down opponent in the corner. It's super cancelable in power/EX mode (236236AB only combos in power however), so using it as a combo ender while you're at close range can prove to be very punishing. In addition, this move can catch ground techs in the corner, making it a solid tech chasing tool in power mode. Incredibly unsafe on block and easy to stuff on reaction, so it's a terrible tool in neutral. Completely useless in speed/EX.
214B
The fabled mid/high mixup
The fabled mid/high mixup1st hit2nd hit3rd hit (overhead)
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
15+19+35/1+2+4
25
31-2-2-2
38
Any
KD/-31
-
M/H
o/o
None
Speed
11+14+28/1+1+3
25
31-2-2-2
38
Any
KD/-31
-
M/H
x/x
Air
A slower version of qcb A that ends in an overhead, this is however irrelevant as the only option it's remotely ambiguous to hits mid. Notably you gain enough hit advantage after the launch to OTG from midscreen. This is generally seen as the inferior version of Kaede's tatsu due to being unable to be combo'd into normally and even worse in neutral due to the opponent gaining additional options for how they wish to punish you on block due to Kaede jumping at the end and there being a wider gap between the individual hits.
It can combo from a dashing B attack vs a crouching cornered opponent (and standing Okina) if the B hits as close as possible. Also possible to combo from 5B if 5B’s 2nd hitbox hits an opponent from behind.
Shinmei Oite - 236A/B (in air)
j.236A
Winning air trades since 1998
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
-
-
-
-
Any
N/A
-
M
x/x
Air
Speed
-
-
-
-
Any
N/A
-
M
x/x
Air
An air fireball which catches deflects and causes a soft knockdown. It's easy to force a trade due to the projectile not getting deleted after getting hit, and will trade with most moves favorably, making this a viable tool to escape certain tech chase situations. Be warned that upon landing you will recieve a sizeable amount of recovery, so Kaede will be left punishable if the opponent avoids the fireball, which most characters can do simply by jumping. Can be canceled off IOH j.C in order to make your instant overhead cause a soft knockdown against big bodies, but this is still punishable on block.
j.236B
What's a tech chase?
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
-
-
-
-
Any
N/A
-
M
x/x
Air
Speed
-
-
-
-
Any
N/A
-
M
x/x
Air
The projectile fired from this version has identical properties to the A version, but this time Kaede will hop backwards slightly upon using the move instead of following his original jump arc. Thanks to the airstall this provides, it allows Kaede even more options during tech chase situations and improves his disadvantage state even further. Can also be used to beat out most anti-airs thanks to said airstall. Be warned that you will have the same landing recovery as before, only now Kaede has been in the air for longer before landing, allowing for very high damage punishes if you get caught overusing this move. Typically unsafe on block from close range.
East Wind Wallop - 214C
214C
250 ping mixup
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
N/A
N/A
36
Any
N/A
-
N/A
N/A
N/A
Speed
N/A
N/A
N/A
36
Any
N/A
-
N/A
N/A
N/A
A roll which can crossup the opponent, even in the corner. Notably doesn't provide any invincibility, rather shortening Kaede's hurtbox. Very reactable, and can often be punished with a full combo if the opponent is aware of it, as such it is not a very useful pressure tool in either mode against players with matchup experience. However, due to the fast travel speed during the move's duration it can have use to side switch while your back is near the corner if you know the opponent will hop/jump, or counter-intuitively get you close enough to an opponent that you will be able to punish select moves on hit. Moves slightly farther ahead in speed/EX mode.
Note that no move in Kaede's kit can be canceled safely into this move on block, and as such it is ill-advised to use as a pressure tool.
Ittou Raitei - 7/8/9CD (in air)
j.CD
Chad OTG
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
-
1
N/A
-
Air
-6
-
N/A
x/x
None
Speed
-
1
N/A
-
Air
-6
-
N/A
x/x
None
A simple air-throw. Fairly poor anti-air priority. Its primary use is as a combo tool, due to being possible to "rejump" into from certain setups or even use as an OTG due to a bug. Is part of Kaede's optimal meterless command grab confirms in all three modes. You are actually -6 when this connects, and in some matchups you can be punished for using it.
Morning Star Storm Blast - 41236C (in close)
41236C
Yay, functional 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
14
1
N/A
34
Any
Launch
-
N/A
x/x
Ground
Speed
13
1
N/A
34
Any
Launch
-
N/A
x/x
Ground
A very fast and rewarding command grab that leads to juggles. Relatively fast animation on whiff, but still punishable on reaction and has the same range as a regular throw. A cornerstone of Kaede's mixup game in all modes, due to his lackluster high/low opportunities. Learning to cancel into this move off a dash is invaluable, as it's a very fast but rewarding whiff punish for many long range pokes and supers. Note that although the launch is untechable, it will only cause a soft knockdown if you don't follow up.
Desperation Moves
Morning Star Pounce - 2146AB
2146AB
Hit me, I dare you!
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
-
-
-
-
Any
-
0
M
x/x
Ground
Speed
-
-
-
-
Any
-
0
M
x/x
Ground
A very high priority projectile which leads to very high damage. This super does about what you'd expect, with the most noteworthy thing being that it's air blockable (however, it's still very advantageous upon the opponent doing so). Punishable on block, but usually not with a full combo unless the opponent did so at close range, as such it becomes a very useful neutral tool to check the opponent with while in desperation. If the opponent trades with this move, the projectile will still play through the entire animation, allowing for some very flashy juggles off of it. Notably does more damage than 236236AB if all hits land, so midscreen it's ideal for command grab conversions. You can delay the dm by holding A+B
Morning Star Revival - 236236AB
236236AB
Someone is probably dead now
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
90/11
23-63
2
50
Any
KD/-42
0
M
x/x
Ground
Speed
75/9
31-71
2
50
Any
KD/-42
0
M
x/x
Ground
A massive slash forward with a deceptively short hitbox (virtually no anti-air presence, this ain't captain sword), and a noticeable amount of hurtbox extension. In power mode it's a great confirm off of 214A or 6C, and can also be used as a committal read against fireballs. Due to being a single hit, you can also use this move to deal a massive burst of damage to armored opponents without fear of counter-attack if it will kill (which is particularly useful in the Juzoh matchup, where he would normally run through your projectile super). In speed/EX this move becomes significantly slower, and as such is only really used to combo off a fandango in the corner when in desperation. Can be delayed by holding A+B, and doing so is needed for some combos.
Super Desperation Moves
Lively "Bad Dragon Rising" - 21416B
21416B
Timerscam activated
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
Any
KD
0
M
x/x
Ground
A more damaging, fullscreen version of 21416AB. Notably, each individual bolt of lightning is considered its own projectile, so trading with or reflecting this super will prevent any more bolts from striking. Does less damage than 236236AB if any hits uncombo, making it pointless near the corner.
Morning Star Lance - 236236B
236236B
Comeback time
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.
141/1
16-56
10
16
Any
KD/-16
0
M
x/x
Ground
A short range, cinematic super. Unsafe on block and difficult to confirm due to pushback, as well as having relatively average base damage compared to other SDMs. But this super scales incredibly well, and can often end up being the optimal conversion of most starters regardless. Combos from anything cancelable in range, notably 5A at almost its max range.
To combo this from 5A input it as 236AB/236AC ~236B. Using 236AB or AC prevents a special from coming out so it gives you 5A 236236B smoothly. It’s not impossible to connect from 5A without buffering but it is very difficult.
Your opponent can ground tech after this connects, making it -47. If your opponent is in speed/ex and has full meter they can ground tech and fandango, forcing you to chose between high and low block. Deflecting the fandango is not possible here. Kaede is technically invincible during this time, but when his hurtboxes reappear he can only block or start a jump. Every character can guarantee a throw here at the very least. Juzoh, Mukuro, Kaede (with meter or desperation), Hibiki and Zantetsu (with sdm on deck) can kill you outright as there is no way for Kaede to escape. Due to this it may be best to only use this when you are certain it will take the round, or if your opponent doesn’t know this.
2323B is also accepted by the game as an input for this sdm.
Combos
Any Mode
4A(x3), 5A, 623B(x2)
41236C, j.CD
41236C, j.B, j.CD in or near a corner
Optimized version of the combo above. Land after j.B and then jump into the opponent quickly to throw
Dash A/B, 236x/214A/623Bx2
j.B, 5B, 623B(x2)
41236C, 623B(x2)
41236C, 21416AB (midscreen)
j.C, j.236A
Big bodies and standing opponents only
Power Mode Only
41236C, 236236AB
Optimal in corner compared to 21416AB. Hold the super slightly.
j.B, 5B, 236236AB
j.B, 5B, 214A (2 hits), 236236AB
More damage than previous combo, but requires you to be closer.
Dash A/B, 214A (2 hits), 236236AB
4A 5A 214A 236236AB works from point blank
j.B, 6C, 21416B
4A(x3) 6C, 236236AB
4A(x3) 6C 214C 623Bx2. Works from more than half screen.
6C 214C 5A jCD. For style
4A(x2/3) 5A 236236B. Input this as 4Ax2/3 236A+B (or 236A+C) ~236B. This makes comboing the sdm much easier. It’s not impossible to connect without buffering, but it’s very difficult.
EX Mode Only
5A 5B 5A 5B 236236B
2C 236236B
4A (link)5A 5B 2C 236236B
Power and EX Mode
41236C, 21416B
Does less damage than meterless confirms in the corner
5A, 236236B
Dash A/B, 236236B
j.B, 5B, 236236B
5B 214B (2 hits) 236236AB or 2146AB. This works if you hit with 5B’s 2nd hitbox from behind a grounded opponent, do 214B in the direction kaede is facing. You can aim for this after an anti air deflect and guard cancel by running under the opponent and hitting B, or on an opponents wake up. It’s not very practical but it is possible. You need desperation status to connect a dm here after a guard cancel
Dashing B 214B (2 hits) 236236AB. Only works on crouching opponents in a corner and the dashing attack must hit as close as possible. Works on standing Okina in a corner as well.
Speed and EX Mode
j.B, 5A 5B 5C
j.B, 4A 5A 5A 5B 6C, 3B
j.B, 5A 5B, 5A 5A 2B 6B
5A 2A 5B 214A
Dash A/B 2B 236B
Dash A/B 5B, 214A
Dash A/B 5B BC, 623B(x2) corner
j.B, 4A 5A 5A 5B, 236B
5A 5B 2C 623Bx2
5A 5B 5A 5B 6B/236B bnb
5A 5B 5A 5B 5A 6B
5A 5B 5A 5B 5A 6C dash otg 3B/5C
4A 5A 5B 5A 5A 2B 6B. The first 5A is a link from 4A. Ending with 2B 236B gives the same damage as 6B. Optimized speed/ex bnb for damage
5A 5B 5A 5B BC 623Bx2 corner
jB micro-dash 4A 5A 5A 2B BC 623A 623B 3B/5C otg. Corner. If only the 2nd hit of 623A connects you can juggle after with 623B. Against big bodies you can connect 623Bx2. Other routes work for this, but this is a stable one. Vs. non big bodies 623Ax2 is more consistent.
41236C 623Bx2, 623Bx2 9CD or otg 3B/5C. Mid screen. first 623B needs to hit the opponent as high as possible.
41236C, 22A/B, A + B + C + A + B + C + C + B + 236A Kaede's best route both in and out of desperation.
41236C, 22A/B, A + B + C + 2C + A + 2C + 6BC, 2146AB (Delay 2146AB ever so slightly so all the hits connect. Swap 2146AB for 236236AB in the corner. 130 and 119 respectively.)
22A/B, A + B + C + 2C + 2A + 2C + 6BC, 214C, 5A, jCD. Midscreen For style