{{MoveData|image=LB2_Juzoh_A.png|caption=Knock Knock|name=5A|data= {{AttackData-LB2 |damage=P 15/1 S 8/0 |startup=7 |active=5 |recovery=15 |state= |frame advantage=P +3/-7 S +3/-12 |meter gain=P 6/3 S 2/1 |guard=M |cancel=P ○/○ S ○/○ |tech= |description=Juzoh taps the opponent with the handle of his club. Decently fast, it can be used as a short range poke or to safely catch jumps.}}}}
{{MoveData
{{MoveData|image=LB2_Juzoh_b+A.png|caption=|name=4A|data= {{AttackData-LB2 |damage=P 15/1 S 8/0 |startup=7 |active=4 |recovery=17 |state= |frame advantage=P +2/-13 S +2/-13 |meter gain=P 6/3 S 2/1 |guard=M |cancel=P ○/○ S ○/○ |tech= |description=An overall kind of useless normal. Outclassed by A in most every way given that b+A is slower with a worse hitbox.}}}}
|image=LB2_Juzoh_A.png
{{MoveData|image=LB2_Juzoh_B.png|caption=Practicing for those home runs.|name=5B|data= {{AttackData-LB2 |damage=P 30/3 S 16/0 |startup=17 |active=1 |recovery=32 |state= |frame advantage=P -4/-10 S -4/-24 |meter gain=P 8/4 S 3/1 |guard=M |cancel=P ○/○ S ○/○ |tech= |description=Now we're getting to the fun buttons. Juzoh takes a big swing with his club, with a suitably big hitbox to match. Cancellable and combos nicely into 236A.}}}}
|caption=Knock Knock
{{MoveData|image=LB2_Juzoh_f+B.png|caption="Please get hit by this."|name=6B|data= {{AttackData-LB2 |damage=P 50/6 S 23/0 |startup=P 25 S 15 |active=2 |recovery=30 |state= |frame advantage=P -2/-13 S -2/-22 |meter gain=P 12/6 S 4/2 |guard=M |cancel=P ×/× S ×/× |tech= |description='''BIG''' swing. Slow and unsafe, but the distance and damage are amazing, doing 1/4th the opponents health on counter hit. Decent at long range, not much else.}}}}
|name=5A
{{MoveData|image=LB2_Juzoh_C.png|caption=|name=5C|data= {{AttackData-LB2 |damage=P 15/1 S 14/0 |startup=10 |active=2 |recovery=21 |state= |frame advantage=P 0/-15 S 0/-15 |meter gain=P 6/3 S 3/1 |guard=M |cancel=P ○/○ S ○/○ |tech= |description=Pretty useless button. Slow, bad frame advantage, and outclassed by pretty much everything else. It's only notable aspect is it hits OTG, but you've got better options for that.}}}}
|data=
{{MoveData|image=LB2_Juzoh_f+C.png|caption="BIGGER BOOT!"|name=6C|data= {{AttackData-LB2 |damage=P 24/3 S 19/0 |startup=10 |active=2 |recovery=35 |state= |frame advantage=P KD/-28 S KD/-28|meter gain=P 8/4 S 3/1 |guard=M |cancel=P ○/○ S ×/× |tech= |description=Big ol' kick. Cancellable in power, and an important combo tool. Can be combo'd off of a jump-in jB, letting you get a knockdown from anywhere on the screen.}}}}
{{AttackData-LB2
{{MoveData|image=LB2_Juzoh_pBC.png|caption=|name=BC(Power)|data= {{AttackData-LB2 |damage=63 |startup=45~65 |active=2 |recovery=44 |state= |frame advantage=KD |meter gain=12 |guard=× |cancel=×/× |tech= |description=Unblockable. Not super useful for the same reason as most other unblockables, but it's decently fast. Might be able to hit someone with it once.}}}}
|damage=P 15/1 S 8/0
{{MoveData|image=LB2_Juzoh_sBC.png|caption=Cool overhead! Too bad you don't get to use it.|name=BC(Speed/EX)|data= {{AttackData-LB2 |damage=16/0 |startup=22 |active=2 |recovery=24 |state= |frame advantage=-20 |meter gain=3/1 |guard=H |cancel=×/× |tech= |description=A pretty fast overhead, that starts up slightly slower and recovers faster than 5B. You can land 63214B out of the crouching hit stagger, and can followup the launch with 63214A in the corner.}}}}
|startup=7
{{MoveData|image=LB2_Juzoh_sBC2.png|caption= |name=BC(2)(Speed/EX)|data= {{AttackData-LB2 |damage=16/0 |startup=22 |active=1 |recovery=24 |state= |frame advantage=-19 |meter gain=3/1 |guard=H |cancel=×/× |tech= |description=Second hitbox of sBC. When hitting with this hitbox in particular, you are -19 instead of -20.}}}}
|active=5
{{MoveData|image=LB2_Juzoh_u+B.png|caption=Japanese Jumping Grapplers|name=8B|data= {{AttackData-LB2 |damage=P 24 S 21 |startup=25 |active=1 |recovery=32 |state= |frame advantage= |meter gain=P 2 S 1 |guard=× |cancel=×/× |tech= |description=Hopping OTG move. Should always be done after a full command grab or headbutt.}}}}
|recovery=15
|state=
|frame advantage=P +3/-7 S +3/-12
|meter gain=P 6/3 S 2/1
|guard=M
|cancel=P ○/○ S ○/○
|tech=
|description=Juzoh taps the opponent with the handle of his club. Decently fast, it can be used as a short range poke or to safely catch jumps.
}}
}}
{{MoveData
|image=LB2_Juzoh_b+A.png
|caption=
|name=4A
|data=
{{AttackData-LB2
|damage=P 15/1 S 8/0
|startup=7
|active=4
|recovery=17
|state=
|frame advantage=P +2/-13 S +2/-13
|meter gain=P 6/3 S 2/1
|guard=M
|cancel=P ○/○ S ○/○
|tech=
|description=An overall kind of useless normal. Outclassed by A in most every way given that b+A is slower with a worse hitbox.
}}
}}
{{MoveData
|image=LB2_Juzoh_B.png
|caption=Practicing for those home runs.
|name=5B
|data=
{{AttackData-LB2
|damage=P 30/3 S 16/0
|startup=17
|active=1
|recovery=32
|state=
|frame advantage=P -4/-10 S -4/-24
|meter gain=P 8/4 S 3/1
|guard=M
|cancel=P ○/○ S ○/○
|tech=
|description=Now we're getting to the fun buttons. Juzoh takes a big swing with his club, with a suitably big hitbox to match. Cancellable and combos nicely into 236A.
}}
}}
{{MoveData
|image=LB2_Juzoh_f+B.png
|caption="Please get hit by this."
|name=6B
|data=
{{AttackData-LB2
|damage=P 50/6 S 23/0
|startup=P 25 S 15
|active=2
|recovery=30
|state=
|frame advantage=P -2/-13 S -2/-22
|meter gain=P 12/6 S 4/2
|guard=M
|cancel=P ×/× S ×/×
|tech=
|description='''BIG''' swing. Slow and unsafe, but the distance and damage are amazing, doing 1/4th the opponents health on counter hit. Decent at long range, not much else.
}}
}}
{{MoveData
|image=LB2_Juzoh_C.png
|caption=
|name=5C
|data=
{{AttackData-LB2
|damage=P 15/1 S 14/0
|startup=10
|active=2
|recovery=21
|state=
|frame advantage=P 0/-15 S 0/-15
|meter gain=P 6/3 S 3/1
|guard=M
|cancel=P ○/○ S ○/○
|tech=
|description=Pretty useless button. Slow, bad frame advantage, and outclassed by pretty much everything else. It's only notable aspect is it hits OTG, but you've got better options for that.
}}
}}
{{MoveData
|image=LB2_Juzoh_f+C.png
|caption="BIGGER BOOT!"
|name=6C
|data=
{{AttackData-LB2
|damage=P 24/3 S 19/0
|startup=10
|active=2
|recovery=35
|state=
|frame advantage=P KD/-28 S KD/-28
|meter gain=P 8/4 S 3/1
|guard=M
|cancel=P ○/○ S ×/×
|tech=
|description=Big ol' kick. Cancellable in power, and an important combo tool. Can be combo'd off of a jump-in jB, letting you get a knockdown from anywhere on the screen.
}}
}}
{{MoveData
|image=LB2_Juzoh_pBC.png
|caption=
|name=BC(Power)
|data=
{{AttackData-LB2
|damage=63
|startup=45~65
|active=2
|recovery=44
|state=
|frame advantage=KD
|meter gain=12
|guard=×
|cancel=×/×
|tech=
|description=Unblockable. Not super useful for the same reason as most other unblockables, but it's decently fast. Might be able to hit someone with it once.
}}
}}
{{MoveData
|image=LB2_Juzoh_sBC.png
|caption=Cool overhead! Too bad you don't get to use it.
|name=BC(Speed/EX)
|data=
{{AttackData-LB2
|damage=16/0
|startup=22
|active=2
|recovery=24
|state=
|frame advantage=-20
|meter gain=3/1
|guard=H
|cancel=×/×
|tech=
|description=A pretty fast overhead, that starts up slightly slower and recovers faster than 5B. You can land 63214B out of the crouching hit stagger, and can followup the launch with 63214A in the corner.
}}
}}
{{MoveData
|image=LB2_Juzoh_sBC2.png
|caption=
|name=BC(2)(Speed/EX)
|data=
{{AttackData-LB2
|damage=16/0
|startup=22
|active=1
|recovery=24
|state=
|frame advantage=-19
|meter gain=3/1
|guard=H
|cancel=×/×
|tech=
|description=Second hitbox of sBC. When hitting with this hitbox in particular, you are -19 instead of -20.
}}
}}
{{MoveData
|image=LB2_Juzoh_u+B.png
|caption=Japanese Jumping Grapplers
|name=8B
|data=
{{AttackData-LB2
|damage=P 24 S 21
|startup=25
|active=1
|recovery=32
|state=
|frame advantage=
|meter gain=P 2 S 1
|guard=×
|cancel=×/×
|tech=
|description=Hopping OTG move. Should always be done after a full command grab or headbutt.
}}
}}
====Crouching====
====Crouching====
{{MoveData|image=LB2_Juzoh_2A.png|caption=|name=2A|data= {{AttackData-LB2 |damage=P 15/1 S 13/0 |startup=10 |active=5 |recovery=12 |state= |frame advantage=P +6/-9 S +6/-9 |meter gain=P 6/3 S 3/1 |guard=M |cancel=P ○/○ S ○/○ |tech= |description=Pretty wack button. Slow and can't combo into anything.}}}}
{{MoveData
{{MoveData|image=LB2_Juzoh_2B.png|caption=|name=2B|data= {{AttackData-LB2 |damage=P 28/3 S 23/0 |startup=19 |active=2 |recovery=34 |state= |frame advantage=P -7/-10 S -7/-27 |meter gain=P 8/4 S 4/2 |guard=M |cancel=P ○/○ S ○/○ |tech= |description=Slightly longer, lower to the ground 5B. Not terribly useful, but not bad.}}}}
|image=LB2_Juzoh_2A.png
{{MoveData|image=LB2_Juzoh_2C.png|caption=Hope you like your singular link.|name=2C|data= {{AttackData-LB2 |damage=P 15/1 S 14/0 |startup=2 |active=3 |recovery=14 |state= |frame advantage=P +6/-9 S +6/-9 |meter gain=P 6/3 S 3/1 |guard=L |cancel=P ○/○ S ○/○ |tech= |description=Your best crouching button by far. A super fast 2 frames of startup, low hitting, and can be linked into itself a maximum of 3 times.}}}}
|caption=
{{MoveData|image=LB2_Juzoh_3C.png|caption=|name=3C|data= {{AttackData-LB2 |damage=P 26/3 S 21/0 |startup=9 |active=3 |recovery=26 |state= |frame advantage=P KD/-20 S KD/-20 |meter gain=P 8/4 S 3/1 |guard=L |cancel=P ○/○ S ○/○ |tech= |description=Regular old sweep. Your only low hitting knockdown.}}}}
|name=2A
|data=
{{AttackData-LB2
|damage=P 15/1 S 13/0
|startup=10
|active=5
|recovery=12
|state=
|frame advantage=P +6/-9 S +6/-9
|meter gain=P 6/3 S 3/1
|guard=M
|cancel=P ○/○ S ○/○
|tech=
|description=Pretty wack button. Slow and can't combo into anything.
}}
}}
{{MoveData
|image=LB2_Juzoh_2B.png
|caption=
|name=2B
|data=
{{AttackData-LB2
|damage=P 28/3 S 23/0
|startup=19
|active=2
|recovery=34
|state=
|frame advantage=P -7/-10 S -7/-27
|meter gain=P 8/4 S 4/2
|guard=M
|cancel=P ○/○ S ○/○
|tech=
|description=Slightly longer, lower to the ground 5B. Not terribly useful, but not bad.
}}
}}
{{MoveData
|image=LB2_Juzoh_2C.png
|caption=Hope you like your singular link.
|name=2C
|data=
{{AttackData-LB2
|damage=P 15/1 S 14/0
|startup=2
|active=3
|recovery=14
|state=
|frame advantage=P +6/-9 S +6/-9
|meter gain=P 6/3 S 3/1
|guard=L
|cancel=P ○/○ S ○/○
|tech=
|description=Your best crouching button by far. A super fast 2 frames of startup, low hitting, and can be linked into itself a maximum of 3 times.
}}
}}
{{MoveData
|image=LB2_Juzoh_3C.png
|caption=
|name=3C
|data=
{{AttackData-LB2
|damage=P 26/3 S 21/0
|startup=9
|active=3
|recovery=26
|state=
|frame advantage=P KD/-20 S KD/-20
|meter gain=P 8/4 S 3/1
|guard=L
|cancel=P ○/○ S ○/○
|tech=
|description=Regular old sweep. Your only low hitting knockdown.
}}
}}
====Air====
====Air====
{{MoveData|image=LB2_Juzoh_jA.png|caption=|name=jA|data= {{AttackData-LB2 |damage=P 15/1 S 11/0 |startup=3 |active=5 |recovery= |state= |frame advantage= |meter gain=P 6/3 S 3/1 |guard=H |cancel=P ×/× S ×/× |tech= |description=Mostly used for an air to air.}}}}
{{MoveData
{{MoveData|image=LB2_Juzoh_jB.png|caption=BONK|name=jB|data= {{AttackData-LB2 |damage=P 26/3 S 13/0 |startup=13 |active=2 |recovery= |state= |frame advantage= |meter gain=P 8/4 S 3/1 |guard=H |cancel=P ×/× S ×/× |tech= |description=Your best normal, bar none. Quick to start up, great damage, great combo opportunities. Your number 1 high, and an amazing pressure tool when used during a hop.}}}}
|image=LB2_Juzoh_jA.png
{{MoveData|image=LB2_Juzoh_jC.png|caption=Crossups! Maybe.|name=jC|data= {{AttackData-LB2 |damage=P 15/1 S 11/0 |startup=3 |active=3 |recovery= |state= |frame advantage= |meter gain=P 6/3 S 3/1 |guard=H |cancel=P ×/× S ×/× |tech= |description=Another good air to air. Best used when they're jumping up at you, and you don't have time for jB. This can actually cross up if you hit it deep enough, so have fun with that.}}}}
|caption=
|name=jA
|data=
{{AttackData-LB2
|damage=P 15/1 S 11/0
|startup=3
|active=5
|recovery=
|state=
|frame advantage=
|meter gain=P 6/3 S 3/1
|guard=H
|cancel=P ×/× S ×/×
|tech=
|description=Mostly used for an air to air.
}}
}}
{{MoveData
|image=LB2_Juzoh_jB.png
|caption=BONK
|name=jB
|data=
{{AttackData-LB2
|damage=P 26/3 S 13/0
|startup=13
|active=2
|recovery=
|state=
|frame advantage=
|meter gain=P 8/4 S 3/1
|guard=H
|cancel=P ×/× S ×/×
|tech=
|description=Your best normal, bar none. Quick to start up, great damage, great combo opportunities. Your number 1 high, and an amazing pressure tool when used during a hop.
}}
}}
{{MoveData
|image=LB2_Juzoh_jC.png
|caption=Crossups! Maybe.
|name=jC
|data=
{{AttackData-LB2
|damage=P 15/1 S 11/0
|startup=3
|active=3
|recovery=
|state=
|frame advantage=
|meter gain=P 6/3 S 3/1
|guard=H
|cancel=P ×/× S ×/×
|tech=
|description=Another good air to air. Best used when they're jumping up at you, and you don't have time for jB. This can actually cross up if you hit it deep enough, so have fun with that.
}}
}}
'''Ground Hits/OTGs'''
'''Ground Hits/OTGs'''
Line 36:
Line 342:
==Special Moves==
==Special Moves==
'''Bopper''' - 236A/B
'''Bopper''' - 236A/B
{{MoveData|image=LB2_Juzoh_qcf+A.png|caption=Wish this knocked down.|name=236A|data= {{AttackData-LB2 |damage=P 32(39)/4 S 28(35)/3(4) |startup=22 |active=2 |recovery=35 |state= |frame advantage=-8/-28 |meter gain= |guard=M |cancel= |tech= |description=Your main followup to a stray 5B or 2B. Doesn't knock down, but is good to tack on extra damage.}}}}
{{MoveData
{{MoveData|image=LB2_Juzoh_qcf+B.png|caption=Wish this was faster.|name=236B|data= {{AttackData-LB2 |damage=P 35(41)/4(5) S 31(38)/3(4) |startup=29 |active=2 |recovery=40 |state= |frame advantage=KD/-32 |meter gain= |guard=M |cancel= |tech= |description=Cannot be combo'd into and knocks down. Useful as a gimmicky deflect bait or niche punish at best.}}}}
|image=LB2_Juzoh_qcf+A.png
|caption=Wish this knocked down.
|name=236A
|data=
{{AttackData-LB2
|damage=P 32(39)/4 S 28(35)/3(4)
|startup=22
|active=2
|recovery=35
|state=
|frame advantage=-8/-28
|meter gain=
|guard=M
|cancel=
|tech=
|description=Your main followup to a stray 5B or 2B. Doesn't knock down, but is good to tack on extra damage.
}}
}}
{{MoveData
|image=LB2_Juzoh_qcf+B.png
|caption=Wish this was faster.
|name=236B
|data=
{{AttackData-LB2
|damage=P 35(41)/4(5) S 31(38)/3(4)
|startup=29
|active=2
|recovery=40
|state=
|frame advantage=KD/-32
|meter gain=
|guard=M
|cancel=
|tech=
|description=Cannot be combo'd into and knocks down. Useful as a gimmicky deflect bait or niche punish at best.
}}
}}
* Juzoh hops forward, slams his club into the ground creating an explosion.
* Juzoh hops forward, slams his club into the ground creating an explosion.
* B version has a short hop delay and knocks down.
* B version has a short hop delay and knocks down.
Line 43:
Line 385:
'''Rock Crusher''' - [6]4C/[1]3C
'''Rock Crusher''' - [6]4C/[1]3C
{{MoveData|image=LB2_Juzoh_f+b+C.png|caption=This isn't what they meant when they said "use your head"|name=[6]4C/[1]3C|data= {{AttackData-LB2 |damage=P 70 S 33+11+11, 57 |startup= |active= |recovery= |state= |frame advantage=KD |meter gain= |guard=× |cancel= |tech= |description=A pretty strange gimmick, but a decent one. Does a gigantic chunk of damage, and you can even followup with the 8B OTG afterwards. The Speed version can be combo'd into from 2C. It can actually be charged in two ways; [6]4 and [1]3. Note that for the latter method, you ''must'' end on 3.}}}}
{{MoveData
|image=LB2_Juzoh_f+b+C.png
|caption=This isn't what they meant when they said "use your head"
|name=[6]4C/[1]3C
|data=
{{AttackData-LB2
|damage=P 70 S 33+11+11, 57
|startup=
|active=
|recovery=
|state=
|frame advantage=KD
|meter gain=
|guard=×
|cancel=
|tech=
|description=A pretty strange gimmick, but a decent one. Does a gigantic chunk of damage, and you can even followup with the 8B OTG afterwards. The Speed version can be combo'd into from 2C. It can actually be charged in two ways; [6]4 and [1]3. Note that for the latter method, you ''must'' end on 3.
}}
}}
* Juzoh leans back to deliver a headbutt
* Juzoh leans back to deliver a headbutt
* Unblockable in Power Mode
* Unblockable in Power Mode
Line 50:
Line 410:
'''Violent Quake''' - 623A/B
'''Violent Quake''' - 623A/B
{{MoveData|image=LB2_Juzoh_dp+A.png|caption=Hurray! Super combos!|name=623A|data= {{AttackData-LB2 |damage=P 26,(13)/3(1) S 23,(11)/2(1) |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard=M |cancel= |tech= |description=Can be super cancelled, but you have to be very close to get it to combo. Doesn't have the same "snap" effect as 623B}}}}
{{MoveData
{{MoveData|image=LB2_Juzoh_dp+B.png|caption=Hurray! Functional anti air!|name=623B|data= {{AttackData-LB2 |damage=P 30,(15)/3(1) S 31,(14)/3(1)|startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard=M |cancel= |tech= |description= A fairly decent anti air tool, since it "snaps" opponents in when they get near the hitbox. Preferred when you don't have the spacing to use 63214A or an air normal.}}}}
|image=LB2_Juzoh_dp+A.png
|caption=Hurray! Super combos!
|name=623A
|data=
{{AttackData-LB2
|damage=P 26,(13)/3(1) S 23,(11)/2(1)
|startup=
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=M
|cancel=
|tech=
|description=Can be super cancelled, but you have to be very close to get it to combo. Doesn't have the same "snap" effect as 623B
}}
}}
{{MoveData
|image=LB2_Juzoh_dp+B.png
|caption=Hurray! Functional anti air!
|name=623B
|data=
{{AttackData-LB2
|damage=P 30,(15)/3(1) S 31,(14)/3(1)
|startup=
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=M
|cancel=
|tech=
|description= A fairly decent anti air tool, since it "snaps" opponents in when they get near the hitbox. Preferred when you don't have the spacing to use 63214A or an air normal.
}}
}}
* A version is stationary, B version hops forwards.
* A version is stationary, B version hops forwards.
* If either version is cancelled into from 236C, both versions will gain extra forward momentum.
* If either version is cancelled into from 236C, both versions will gain extra forward momentum.
Line 57:
Line 453:
'''Yasegaman''' - 236+C
'''Yasegaman''' - 236+C
{{MoveData|image=LB2_Juzoh_qcb+C.png|caption=Hammerfall?|name=236C|data= {{AttackData-LB2 |damage= |startup= |active= |recovery= |state= |frame advantage= |meter gain= |guard= |cancel= |tech= |description=A unique, armored run. Can be cancelled into deflect, both DM and SDM, and all special moves except for 63214B. The armor lasts until the run ends.}}}}
{{MoveData
|image=LB2_Juzoh_qcb+C.png
|caption=Hammerfall?
|name=236C
|data=
{{AttackData-LB2
|damage=
|startup=
|active=
|recovery=
|state=
|frame advantage=
|meter gain=
|guard=
|cancel=
|tech=
|description=A unique, armored run. Can be cancelled into deflect, both DM and SDM, and all special moves except for 63214B. The armor lasts until the run ends.
}}
}}
'''Mozuhana''' - 214+C
'''Mozuhana''' - 214+C
{{MoveData|image=LB2_Juzoh_qcb+C.png|caption=Juzoh actually has an allergic reaction to being good.|name=214C|data= {{AttackData-LB2 |damage=P 30/3 S 26/3 |startup=32~82 |active=4 |recovery=52 |state= |frame advantage=KD/-45 |meter gain= |guard=M |cancel= |tech= |description=Short range, chargeable sneeze. Only good for a joke. Poor range, super slow, and super unsafe on block.}}}}
{{MoveData
|image=LB2_Juzoh_qcb+C.png
|caption=Juzoh actually has an allergic reaction to being good.
|name=214C
|data=
{{AttackData-LB2
|damage=P 30/3 S 26/3
|startup=32~82
|active=4
|recovery=52
|state=
|frame advantage=KD/-45
|meter gain=
|guard=M
|cancel=
|tech=
|description=Short range, chargeable sneeze. Only good for a joke. Poor range, super slow, and super unsafe on block.
}}
}}
'''Pile Drive Burial''' - 63214A
'''Pile Drive Burial''' - 63214A
{{MoveData|image=LB2_Juzoh_hcf+A.png|caption=I'M the only one spamming jump normals around here, bub.|name=63214A|data= {{AttackData-LB2 |damage=P 14+18 S 10+10
{{MoveData
|image=LB2_Juzoh_hcf+A.png
|caption=I'M the only one spamming jump normals around here, bub.
|name=63214A
|data=
{{AttackData-LB2
|damage=P 14+18 S 10+10
P 14+39 S 10+24
P 14+39 S 10+24
P 14+73 S 10+68
P 14+73 S 10+68
P 14+94 S 10+92|startup=0 |active=1 |recovery=43 |state= |frame advantage= |meter gain= |guard=× |cancel= |tech= |description=An anti air grab with multiple followups. The hitbox leaves something to be desired, but the damage is well worth it. The opponent can break out of it if they correctly guess the followup used by hitting A or B. The SDM ender is unique in that it can be done in both Power or Speed, and does not require a full bar of meter to perform; as long as you're below the health threshold, the SDM will be available.}}}}
P 14+94 S 10+92
|startup=0
|active=1
|recovery=43
|state=
|frame advantage=
|meter gain=
|guard=×
|cancel=
|tech=
|description=An anti air grab with multiple followups. The hitbox leaves something to be desired, but the damage is well worth it. The opponent can break out of it if they correctly guess the followup used by hitting A or B. The SDM ender is unique in that it can be done in both Power or Speed, and does not require a full bar of meter to perform; as long as you're below the health threshold, the SDM will be available.
}}
}}
* Follow up with '''Suritsubushi''' (236A)
* Follow up with '''Suritsubushi''' (236A)
* Follow up with '''Bokunaguri''' (236B)
* Follow up with '''Bokunaguri''' (236B)
Line 77:
Line 527:
'''Hammer Whop''' - 63214B
'''Hammer Whop''' - 63214B
{{MoveData|image=LB2_Juzoh_hcb+B.png|caption=TONDEKEEEEE|name=63214B|data= {{AttackData-LB2 |damage=P 54/120 S 45/107 |startup=0 |active=1 |recovery=43 |state= |frame advantage= |meter gain= |guard=× |cancel= |tech= |description=Juzoh tosses the opponent sky high, setting himself up for the swing of a lifetime. All followups have increased damage the closer they are to the center of Juzoh's swing, with 236AB doing up to 50% on most characters when timed properly. 236B should always be followed with 236C, which can then be followed up with 8B, or 623B for an OTG if you're in the corner. This move can actually be cancelled into 63214A at any time, letting you either followup with that instead or go for a gimmicky reset by hitting the opponent with a normal.}}}}
{{MoveData
|image=LB2_Juzoh_hcb+B.png
|caption=TONDEKEEEEE
|name=63214B
|data=
{{AttackData-LB2
|damage=P 54/120 S 45/107
|startup=0
|active=1
|recovery=43
|state=
|frame advantage=
|meter gain=
|guard=×
|cancel=
|tech=
|description=Juzoh tosses the opponent sky high, setting himself up for the swing of a lifetime. All followups have increased damage the closer they are to the center of Juzoh's swing, with 236AB doing up to 50% on most characters when timed properly. 236B should always be followed with 236C, which can then be followed up with 8B, or 623B for an OTG if you're in the corner. This move can actually be cancelled into 63214A at any time, letting you either followup with that instead or go for a gimmicky reset by hitting the opponent with a normal.
Juzoh is a powerhouse character focused around mixups and punishes. With phenomenal damage off of both of his DMs, his command grab, and his huge j.B, Juzoh can easily control the pace of the match when he gets in. The problem, however, is getting in. Juzoh is a big, slow target with few ways to mitigate fireballs or other space control tools, and has few quick buttons to mash out of pressure. This ultimately leads to Juzoh needing to take as many risks on defense as he does on offense, making his gameplan pretty shaky in practice. If you like high risk, high reward, and high amounts of salt, Juzoh is the character for you.
Normals
Standing
5A
Knock Knock
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 15/1 S 8/0
7
5
15
-
P +3/-7 S +3/-12
P 6/3 S 2/1
M
P ○/○ S ○/○
-
Juzoh taps the opponent with the handle of his club. Decently fast, it can be used as a short range poke or to safely catch jumps.
4A
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 15/1 S 8/0
7
4
17
-
P +2/-13 S +2/-13
P 6/3 S 2/1
M
P ○/○ S ○/○
-
An overall kind of useless normal. Outclassed by A in most every way given that b+A is slower with a worse hitbox.
5B
Practicing for those home runs.
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 30/3 S 16/0
17
1
32
-
P -4/-10 S -4/-24
P 8/4 S 3/1
M
P ○/○ S ○/○
-
Now we're getting to the fun buttons. Juzoh takes a big swing with his club, with a suitably big hitbox to match. Cancellable and combos nicely into 236A.
6B
"Please get hit by this."
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 50/6 S 23/0
P 25 S 15
2
30
-
P -2/-13 S -2/-22
P 12/6 S 4/2
M
P ×/× S ×/×
-
BIG swing. Slow and unsafe, but the distance and damage are amazing, doing 1/4th the opponents health on counter hit. Decent at long range, not much else.
5C
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 15/1 S 14/0
10
2
21
-
P 0/-15 S 0/-15
P 6/3 S 3/1
M
P ○/○ S ○/○
-
Pretty useless button. Slow, bad frame advantage, and outclassed by pretty much everything else. It's only notable aspect is it hits OTG, but you've got better options for that.
6C
"BIGGER BOOT!"
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 24/3 S 19/0
10
2
35
-
P KD/-28 S KD/-28
P 8/4 S 3/1
M
P ○/○ S ×/×
-
Big ol' kick. Cancellable in power, and an important combo tool. Can be combo'd off of a jump-in jB, letting you get a knockdown from anywhere on the screen.
BC(Power)
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.
63
45~65
2
44
-
KD
12
×
×/×
-
Unblockable. Not super useful for the same reason as most other unblockables, but it's decently fast. Might be able to hit someone with it once.
BC(Speed/EX)
Cool overhead! Too bad you don't get to use it.
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
22
2
24
-
-20
3/1
H
×/×
-
A pretty fast overhead, that starts up slightly slower and recovers faster than 5B. You can land 63214B out of the crouching hit stagger, and can followup the launch with 63214A in the corner.
BC(2)(Speed/EX)
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
22
1
24
-
-19
3/1
H
×/×
-
Second hitbox of sBC. When hitting with this hitbox in particular, you are -19 instead of -20.
8B
Japanese Jumping Grapplers
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 24 S 21
25
1
32
-
-
P 2 S 1
×
×/×
-
Hopping OTG move. Should always be done after a full command grab or headbutt.
Crouching
2A
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 15/1 S 13/0
10
5
12
-
P +6/-9 S +6/-9
P 6/3 S 3/1
M
P ○/○ S ○/○
-
Pretty wack button. Slow and can't combo into anything.
2B
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 28/3 S 23/0
19
2
34
-
P -7/-10 S -7/-27
P 8/4 S 4/2
M
P ○/○ S ○/○
-
Slightly longer, lower to the ground 5B. Not terribly useful, but not bad.
2C
Hope you like your singular link.
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 15/1 S 14/0
2
3
14
-
P +6/-9 S +6/-9
P 6/3 S 3/1
L
P ○/○ S ○/○
-
Your best crouching button by far. A super fast 2 frames of startup, low hitting, and can be linked into itself a maximum of 3 times.
3C
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 26/3 S 21/0
9
3
26
-
P KD/-20 S KD/-20
P 8/4 S 3/1
L
P ○/○ S ○/○
-
Regular old sweep. Your only low hitting knockdown.
Air
jA
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 15/1 S 11/0
3
5
-
-
-
P 6/3 S 3/1
H
P ×/× S ×/×
-
Mostly used for an air to air.
jB
BONK
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 26/3 S 13/0
13
2
-
-
-
P 8/4 S 3/1
H
P ×/× S ×/×
-
Your best normal, bar none. Quick to start up, great damage, great combo opportunities. Your number 1 high, and an amazing pressure tool when used during a hop.
jC
Crossups! Maybe.
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 15/1 S 11/0
3
3
-
-
-
P 6/3 S 3/1
H
P ×/× S ×/×
-
Another good air to air. Best used when they're jumping up at you, and you don't have time for jB. This can actually cross up if you hit it deep enough, so have fun with that.
Ground Hits/OTGs
623A/B: Least use cases, but best damage. Your go-to on a corner command grab. 623A does 26 damage, 623B does 30.
8B: Most reliable, probably what you'll be using the most. Tracks from anywhere on the screen for 24 damage.
5C: Mostly useless. Outclassed by all of your other OTG options, as it's slow and does a measly 15 damage. Despite this it is your only guaranteed OTG after 236236AB.
Dash across/on top of opponent: By far the funniest option you have, but definitely not the best. Does only 4 damage.
Special Moves
Bopper - 236A/B
236A
Wish this knocked down.
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 32(39)/4 S 28(35)/3(4)
22
2
35
-
-8/-28
-
M
-
-
Your main followup to a stray 5B or 2B. Doesn't knock down, but is good to tack on extra damage.
236B
Wish this was faster.
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 35(41)/4(5) S 31(38)/3(4)
29
2
40
-
KD/-32
-
M
-
-
Cannot be combo'd into and knocks down. Useful as a gimmicky deflect bait or niche punish at best.
Juzoh hops forward, slams his club into the ground creating an explosion.
B version has a short hop delay and knocks down.
There is a random chance an enhanced version of this move will come out instead; Juzoh appears with a stalk in his mouth, says a different voice clip, causing the attack to deal extra damage, as shown in the parenthesis.
Rock Crusher - [6]4C/[1]3C
[6]4C/[1]3C
This isn't what they meant when they said "use your head"
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 70 S 33+11+11, 57
-
-
-
-
KD
-
×
-
-
A pretty strange gimmick, but a decent one. Does a gigantic chunk of damage, and you can even followup with the 8B OTG afterwards. The Speed version can be combo'd into from 2C. It can actually be charged in two ways; [6]4 and [1]3. Note that for the latter method, you must end on 3.
Juzoh leans back to deliver a headbutt
Unblockable in Power Mode
Follow up with Tetsu Atama (236C)(x3) in Speed Mode
Tetsu Atama is three additional headbutt's, the last of which is unblockable
Violent Quake - 623A/B
623A
Hurray! Super combos!
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 26,(13)/3(1) S 23,(11)/2(1)
-
-
-
-
-
-
M
-
-
Can be super cancelled, but you have to be very close to get it to combo. Doesn't have the same "snap" effect as 623B
623B
Hurray! Functional anti air!
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 30,(15)/3(1) S 31,(14)/3(1)
-
-
-
-
-
-
M
-
-
A fairly decent anti air tool, since it "snaps" opponents in when they get near the hitbox. Preferred when you don't have the spacing to use 63214A or an air normal.
A version is stationary, B version hops forwards.
If either version is cancelled into from 236C, both versions will gain extra forward momentum.
Both versions have invisible grounded hitboxes that will knock down at range. The damage for these hitboxes is notated in parenthesis.
Yasegaman - 236+C
236C
Hammerfall?
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
-
-
-
-
-
-
A unique, armored run. Can be cancelled into deflect, both DM and SDM, and all special moves except for 63214B. The armor lasts until the run ends.
Mozuhana - 214+C
214C
Juzoh actually has an allergic reaction to being good.
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 30/3 S 26/3
32~82
4
52
-
KD/-45
-
M
-
-
Short range, chargeable sneeze. Only good for a joke. Poor range, super slow, and super unsafe on block.
Pile Drive Burial - 63214A
63214A
I'M the only one spamming jump normals around here, bub.
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 14+18 S 10+10
P 14+39 S 10+24
P 14+73 S 10+68
P 14+94 S 10+92
0
1
43
-
-
-
×
-
-
An anti air grab with multiple followups. The hitbox leaves something to be desired, but the damage is well worth it. The opponent can break out of it if they correctly guess the followup used by hitting A or B. The SDM ender is unique in that it can be done in both Power or Speed, and does not require a full bar of meter to perform; as long as you're below the health threshold, the SDM will be available.
Follow up with Suritsubushi (236A)
Follow up with Bokunaguri (236B)
Follow up 236A with Ranmoku (6321463214AB); Unique DM
Follow up 6321463214AB with Chougeki Dou Ja (236236B); Unique SDM
Follow up damage is notated as follows: Initial slam + No Followup, 236A (4 hits), 236A(4)+DM, 236A(4)+DM+SDM, 236B
Hammer Whop - 63214B
63214B
TONDEKEEEEE
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 54/120 S 45/107
0
1
43
-
-
-
×
-
-
Juzoh tosses the opponent sky high, setting himself up for the swing of a lifetime. All followups have increased damage the closer they are to the center of Juzoh's swing, with 236AB doing up to 50% on most characters when timed properly. 236B should always be followed with 236C, which can then be followed up with 8B, or 623B for an OTG if you're in the corner. This move can actually be cancelled into 63214A at any time, letting you either followup with that instead or go for a gimmicky reset by hitting the opponent with a normal.
Follow up with Kattobashi (236B)
Follow up with Futtobashi (236C)
Follow up with Homerun! (236AB); Unique DM
The damage on 236B and 236C is variable depending on swing timing. Damage listed is for the sweet spot on both 236B and 236AB.
Desperation Moves
"Just Dandy" Invincible - qcf, qcf + AB
qcf+qcf+AB
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
-
-
-
-
-
-
Description.
Juzoh does a small jump and slams club into the ground. Caution when using this move, it's deflectable.
Super Desperation Move
Ultra-Violent Eruption - qcf, qcf + B
qcf+qcf+B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
-
-
-
-
-
-
-
-
-
-
Description.
Juzoh attacks with a headbutt, then launches opponent into the air, and slams the club into the ground, exploding it and the opponent.
Combos
Any Mode
hcb B (near), qcf C
BC, dp B
hcb B (near), hcb A, qcf A
hcb B (near), qcf AB
hcb B (near), qcf B, qcf C
Power Mode Only
j B, f C, dp B
j B, f C, qcf B
j B, f C, hcb A, qcf A, hcb, hcb AB, hcb, hcb B
EX Mode Only
BC, hcb A, qcf A, hcb, hcb AB, hcb, hcb B
Power and EX Mode
dp A (near), qcf, qcf AB
hcb B (near), hcb A, qcf A, hcb, hcb AB, hcb, hcb B
Speed and EX Mode
j B, A, B, C
j B, b A, B, f C, u B
BC, hcb A, qcf B
Dash A/B, BC, dp B
Dash A/B, d B, BC, dp B
Super Speed Combos
A + B + C + A + B + C + A + B + qcf C
A + B + C + A + B + C + C + qcf B
A + B + C + d C + d C + f BC
A + B + C + d C + BC + qcf B