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==Overview== | ==Overview== | ||
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. | ||
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| | <div class="movelist-toggles"> | ||
<div id="movelist-toggle-1" class="movelist-toggle-button"> [[File:Power_Icon.png|50px|link=]]</div> | |||
<div id="movelist-toggle-2" class="movelist-toggle-button"> [[File:Speed_Icon.png|50px|link=]]</div> | |||
<div id="movelist-toggle-3" class="movelist-toggle-button"> [[File:EX_Icon.png|50px|link=]]</div> | |||
</div> | |||
! | <div id="movelist-1" class="movelist"><!-- Power --> | ||
| | {{ProConTable | ||
|pros= | |||
* Strong pokes in neutral | * Strong pokes in neutral | ||
* Simple yet effective hit confirms | * Simple yet effective hit confirms | ||
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* 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 | * 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 | ||
}}</div> | |||
! | <div id="movelist-2" class="movelist"><!-- Speed--> | ||
| | {{ProConTable | ||
|pros= | |||
* 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 | * Recovery roll bug is still present, with the above disadvantages | ||
}}</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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|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 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. | |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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|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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* 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, | * Dash A/B, 236x/214A/623Bx2 | ||
* j.B, 5B, 623B(x2) | * j.B, 5B, 623B(x2) | ||
* 41236C, 623B(x2) | * 41236C, 623B(x2) | ||
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* 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 | * 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. | *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=== | ||
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* 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 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. | * 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 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. |
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 |
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Strengths | Weaknesses |
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Strengths | Weaknesses |
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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.
5A |
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4A |
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5B |
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6B |
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5C |
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6C |
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BC(Power) |
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BC(Speed/EX) |
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3B |
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2A |
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2B |
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2C |
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3C |
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j.A |
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j.B |
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j.C |
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Dashing High |
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Dashing Low |
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5A>A |
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5A>B |
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5A>B>C |
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Morning Star Squall - 236A/B
236B
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Morning Star Wind Fang - 623A/B
623A |
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623B |
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Morning Star Fillet Flash = 214A/B
214A |
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214B |
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Shinmei Oite - 236A/B (in air)
j.236A
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j.236B
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East Wind Wallop - 214C
214C
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Ittou Raitei - 7/8/9CD (in air)
j.CD
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Morning Star Storm Blast - 41236C (in close)
41236C
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Morning Star Pounce - 2146AB
2146AB
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Morning Star Revival - 236236AB
236236AB
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Lively "Bad Dragon Rising" - 21416B
21416B
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Morning Star Lance - 236236B
236236B
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The Last Blade 2 | |
General | |
Characters |
Akari Ichijo • Genbu no Okina • Hibiki Takane • Hyo Amano • Juzoh Kanzaki • Kaede (Original) • Kaede • Keiichiro Washizuka • Kojiroh Sanada • Kouryu • Moriya Minakata • Mukuro • Rekka Lee • Setsuna • Shigen Naoe • Shinnosuke Kagami • Yuki • Zantetsu |