|description=An incredibly fast jab with a giant disjoint that has just as much range as it looks. A phenomenal tool to control space or force the opponent off of you. The biggest issue is the fact that it can't really be hitconfirmed off of and it's punishable on block unless canceled. But the latter weakness is somewhat relieved by the move's short duration making it difficult to punish on reaction. Easily one of, if not the single best jab in the game.
|description=An incredibly fast jab with a giant disjoint that has just as much range as it looks. A phenomenal tool to control space or force the opponent off of you. The biggest issue is the fact that it can't really be hitconfirmed off of in power and it's punishable on block unless canceled. But the latter weakness is somewhat relieved by the move's short duration making it difficult to punish on reaction. Easily one of, if not the single best jab in the game.
}}
}}
}}
}}
Line 25:
Line 25:
|image=LB2_Okina_b+A.jpg
|image=LB2_Okina_b+A.jpg
|caption=Text
|caption=Text
|name=b+A
|name=4A
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 44:
Line 44:
|image=LB2_Okina_B.jpg
|image=LB2_Okina_B.jpg
|caption=Text
|caption=Text
|name=B
|name=5B
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 63:
Line 63:
|image=LB2_Okina_f+B.jpg
|image=LB2_Okina_f+B.jpg
|caption=Text
|caption=Text
|name=f+B
|name=6B
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 76:
Line 76:
|cancel=
|cancel=
|tech=
|tech=
|description=Okina rolls onto his back and begins spinning with his fishing poll, leading to a multihit and moving him forward slightly. Since the second hit is behind Okina, you will almost never get all 3. However, that does make this move less susceptible to crossups. Note that there is a significant gap between the first and third hits.
|description=Okina rolls onto his back and begins spinning with his fishing poll, leading to a multihit and moving him forward slightly. Since the second hit is behind Okina, you will almost never get all 3. However, that does make this move marginally less susceptible to crossups. Note that there is a significant gap between the first and third hits.
}}
}}
}}
}}
Line 82:
Line 82:
|image=LB2_Okina_f+B2.jpg
|image=LB2_Okina_f+B2.jpg
|caption=Text
|caption=Text
|name=f+B2
|name=6B 2
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 101:
Line 101:
|image=LB2_Okina_f+B3.jpg
|image=LB2_Okina_f+B3.jpg
|caption=Text
|caption=Text
|name=f+B3
|name=6B 3
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 120:
Line 120:
|image=LB2_Okina_C.jpg
|image=LB2_Okina_C.jpg
|caption=Text
|caption=Text
|name=C
|name=5C
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 133:
Line 133:
|cancel=
|cancel=
|tech=
|tech=
|description=Hits OTG. Deals slightly less damage than most other 5C's, and is completely inferior to 3B as an OTG.
|description=Hits OTG. Deals slightly less damage than most other 5C's, and is completely inferior to 3B as an OTG. Regardless, it can find use after a soft knockdown as it doesn't require the opponent to be knocked down before inputting the move.
}}
}}
}}
}}
Line 139:
Line 139:
|image=LB2_Okina_f+C.jpg
|image=LB2_Okina_f+C.jpg
|caption=Text
|caption=Text
|name=f+C
|name=6C
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 152:
Line 152:
|cancel=
|cancel=
|tech=
|tech=
|description=Wallbounces on hit, but the range is absolutely terrible and as such can be difficult to land, especially considering the range Okina is ideally playing at.
|description=Wallbounces on hit, but the range is absolutely terrible and as such can be difficult to land, especially considering the range Okina is ideally playing at. Can sometimes be used at the end of a speed chain to close distance with the opponent due to its ambiguous animation.
}}
}}
}}
}}
Line 172:
Line 172:
|tech=
|tech=
|description=An insanely slow unblockable with mediocre range to boot. If you'd like, you can hold the input to delay the hit and make the startup even longer.
|description=An insanely slow unblockable with mediocre range to boot. If you'd like, you can hold the input to delay the hit and make the startup even longer.
Absolutely useless.
: Absolutely useless.
}}
}}
}}
}}
Line 216:
Line 216:
|image=LB2_Okina_df+B.jpg
|image=LB2_Okina_df+B.jpg
|caption=Text
|caption=Text
|name=df+B
|name=3B
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 240:
Line 240:
|image=LB2_Okina_d+A.jpg
|image=LB2_Okina_d+A.jpg
|caption=Text
|caption=Text
|name=d+A
|name=2A
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 253:
Line 253:
|cancel=
|cancel=
|tech=
|tech=
|description=The fastest jab in the game at 2f startup. Despite its fast startup, it hits low which makes it incredibly difficult to fuzzy guard Okina's jump ins. This move can't be thrown out for free, however, as its long animation will allow the opponent ample time to whiff punish if you miss. Solid combo starter as well due to how easy it is to cancel out of.
|description=Okina's other god tier jab, it's tied as the fastest jab in the game at 2f startup. Despite its fast startup, it hits low which makes it incredibly difficult to fuzzy guard Okina's jump ins. This move can't be thrown out for free, however, as its long animation will allow the opponent ample time to whiff punish if you miss. Effectively safe on block thanks to how many different ways you can viably cancel out of it. Solid combo starter as well due to how easy it is to cancel out of while also chaining into itself.
}}
}}
}}
}}
Line 259:
Line 259:
|image=LB2_Okina_d+A2.jpg
|image=LB2_Okina_d+A2.jpg
|caption=Text
|caption=Text
|name=d+A2
|name=2A 2
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 278:
Line 278:
|image=LB2_Okina_d+B.jpg
|image=LB2_Okina_d+B.jpg
|caption=Text
|caption=Text
|name=d+B
|name=2B
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 297:
Line 297:
|image=LB2_Okina_d+C.jpg
|image=LB2_Okina_d+C.jpg
|caption=Text
|caption=Text
|name=d+C
|name=2C
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 310:
Line 310:
|cancel=
|cancel=
|tech=
|tech=
|description=Really good low in isolation. However, this move doesn't lead to anything combo-wise and is completely outclassed by 2A in almost every foreseeable way.
|description=Really good low in isolation. However, this move doesn't lead to anything combo-wise and is completely outclassed by 2A in almost every foreseeable way. There are a few gimmicks associated with this move due to Okina moving forwards during the animation, but the majority of them are both reactable and unsafe.
}}
}}
}}
}}
Line 316:
Line 316:
|image=LB2_Okina_d+C2.jpg
|image=LB2_Okina_d+C2.jpg
|caption=Text
|caption=Text
|name=d+C2
|name=2C 2
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 335:
Line 335:
|image=LB2_Okina_df+C.jpg
|image=LB2_Okina_df+C.jpg
|caption=Text
|caption=Text
|name=df+C
|name=3C
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 349:
Line 349:
|cancel=
|cancel=
|tech=
|tech=
|description=Description.
|description=A sweep with good priority but mediocre range. Can be canceled into 623A to immediately follow up with a command grab while still leaving enough time to meaty.
}}
}}
}}
}}
Line 357:
Line 357:
|image=LB2_Okina_jA.jpg
|image=LB2_Okina_jA.jpg
|caption=Text
|caption=Text
|name=jA
|name=j.A
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 370:
Line 370:
|cancel=
|cancel=
|tech=
|tech=
|description=A fast multi-hitting normal with strong air-to-air presence.
|description=A fast multi-hitting normal with strong air-to-air presence. An incredible tool to wall the opponent with a fadeback hop thanks to how large a portion of the screen is painted with priority disjoints, and is also great for extending pressure with forwards hops thanks to leaving you plus on block relatively high in the air compared to most jump ins.
: Note that if you land both hits this becomes Okina's most damaging jump in for any mode.
}}
}}
}}
}}
Line 376:
Line 377:
|image=LB2_Okina_jA2.jpg
|image=LB2_Okina_jA2.jpg
|caption=Text
|caption=Text
|name=jA2
|name=j.A 2
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 395:
Line 396:
|image=LB2_Okina_jB.jpg
|image=LB2_Okina_jB.jpg
|caption=Text
|caption=Text
|name=jB
|name=j.B
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 414:
Line 415:
|image=LB2_Okina_jC.jpg
|image=LB2_Okina_jC.jpg
|caption=Text
|caption=Text
|name=jC
|name=j.C
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 427:
Line 428:
|cancel=
|cancel=
|tech=
|tech=
|description=* All but low C in Power mode can cancel when crouching
|description= Solid anti-air presence compared to Okina's other jumping normals due to the hitbox being positioned higher. Otherwise pretty obsolete thanks to j.A
* All but low C in Power mode can cancel when crouching
}}
}}
}}
}}
Line 475:
Line 477:
|image=LB2_Okina_5aa.jpg
|image=LB2_Okina_5aa.jpg
|caption=Text
|caption=Text
|name=A>A
|name=5A>5A
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 494:
Line 496:
|image=LB2_Okina_5aa2.jpg
|image=LB2_Okina_5aa2.jpg
|caption=Text
|caption=Text
|name=A>A2
|name=5A>5A 2
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 513:
Line 515:
|image=LB2_Okina_5a2a.jpg
|image=LB2_Okina_5a2a.jpg
|caption=Text
|caption=Text
|name=A>d+A
|name=5A>2A
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 526:
Line 528:
|cancel=
|cancel=
|tech=
|tech=
|description=A fast low to chain off 5a. Even more useful cancel properties compared to Okina's normal 2A. Not as useful as a hitconfirm compared to 5A>5A due to being easier to punish on block.
|description=A fast low to chain off 5a. Even more useful cancel properties compared to Okina's normal 2A, but notably can no longer cancel into 2A itself. Not as useful as a hitconfirm compared to 5A>5A due to being easier to punish on block.
}}
}}
}}
}}
Line 532:
Line 534:
|image=LB2_Okina_5a2a2.jpg
|image=LB2_Okina_5a2a2.jpg
|caption=Text
|caption=Text
|name=A>d+A2
|name=5A>2A 2
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 551:
Line 553:
|image=LB2_Okina_5abc.jpg
|image=LB2_Okina_5abc.jpg
|caption=A turtle that's useless for turtling
|caption=A turtle that's useless for turtling
|name=A>B>C
|name=5A>5B>5C
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
Line 561:
Line 563:
|frame advantage=KD/-23
|frame advantage=KD/-23
|meter gain=
|meter gain=
|guard=H
|guard=M
|cancel=
|cancel=
|tech=
|tech=
|description=Description
|description=Okina's autocombo ender. Causes a hard knockdown and has greater effective range compared to 3C, but enables less options due to a longer animation and an inability to be canceled.
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.
P12/1 S8/0
3
2
17
-
P+4/-7 S+4/-11
-
M
-
-
An incredibly fast jab with a giant disjoint that has just as much range as it looks. A phenomenal tool to control space or force the opponent off of you. The biggest issue is the fact that it can't really be hitconfirmed off of in power and it's punishable on block unless canceled. But the latter weakness is somewhat relieved by the move's short duration making it difficult to punish on reaction. Easily one of, if not the single best jab in the game.
4A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P12/1 S8/0
3
3
14
-
P+6/-7 S+6/-9
-
M
-
-
Similar to 5A, but with less range and a bit more combo potential. Usually 5A is preferred.
5B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P24/3 S16/0
13
9
24
-
P-4/-10 S-4/-14
-
M
-
-
A very slow normal with a lot of active frames. Useful for walling out the opponent despite its short hitbox. This is especially true in power since it will trade very well with many normals.
6B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P21+31/2+4 S9+21/0+0
P19 S11
3,3,4
23
-
P+3/-13 S+3/-17
-
M
-
-
Okina rolls onto his back and begins spinning with his fishing poll, leading to a multihit and moving him forward slightly. Since the second hit is behind Okina, you will almost never get all 3. However, that does make this move marginally less susceptible to crossups. Note that there is a significant gap between the first and third hits.
6B 2
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.
-
P19 S11
3,3,4
23
-
-
-
M
-
-
Second hit of the above move. You'll almost never hit this in a match, but in theory provides some nice crossup protection. 3f gap between this hit and the previous one.
6B 3
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.
P21+31/2+4 S9+21/0+0
P19 S11
3,3,4
23
-
P+3/-13 S+3/-17
-
M
-
-
The third hit of the move above. For all intents and purposes, this is the second hit. There is a 7f gap between this hit and the previous one, and a 13f gap between this hit and the first one.
5C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P10/1 S9/0
5
6
14
-
+3/-12
-
M
-
-
Hits OTG. Deals slightly less damage than most other 5C's, and is completely inferior to 3B as an OTG. Regardless, it can find use after a soft knockdown as it doesn't require the opponent to be knocked down before inputting the move.
6C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P17/2 S14/0
5
5
26
-
-/-22
-
M
-
-
Wallbounces on hit, but the range is absolutely terrible and as such can be difficult to land, especially considering the range Okina is ideally playing at. Can sometimes be used at the end of a speed chain to close distance with the opponent due to its ambiguous animation.
BC(Power)
I'ma go get some coffee, brb.
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.
59
86-116
4
53
-
KD
-
UB
-
-
An insanely slow unblockable with mediocre range to boot. If you'd like, you can hold the input to delay the hit and make the startup even longer.
Absolutely useless.
BC(Speed/EX)
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.
19/0
22
3
25
-
-/-22
-
H
-
-
An overhead that staggers crouching opponents or otherwise launches them. The late hit can work as an anti-air, but that hitbox is only active for 1f so it's not recommended.
BC(Speed/EX)2
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.
19/0
22
3
25
-
-/-22
-
H
-
-
The second part of the move above.
3B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
21
5
4
18
-
N/A
-
N/A
-
-
Hits OTG.
A, B, and C can cancel in both Power Mode and Speed Mode
forward + B (Power and Speed) is not cancellable
forward + C in Speed Mode is not cancellable
Crouching
2A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P10+6/1+0 S9+4/0+0
2
1,1
19
-
P+3/-7 S+3/-12
-
L
-
-
Okina's other god tier jab, it's tied as the fastest jab in the game at 2f startup. Despite its fast startup, it hits low which makes it incredibly difficult to fuzzy guard Okina's jump ins. This move can't be thrown out for free, however, as its long animation will allow the opponent ample time to whiff punish if you miss. Effectively safe on block thanks to how many different ways you can viably cancel out of it. Solid combo starter as well due to how easy it is to cancel out of while also chaining into itself.
2A 2
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.
P10+6/1+0 S9+4/0+0
2
1,1
19
-
P+3/-7 S+3/-12
-
L
-
-
Second hit of the move above. There's a 7f gap between this hit and the previous one.
2B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P21/2 S19/0
7
2
29
-
P-2/-10 S-2/-22
-
M
-
-
Fast anti-air with a simple input and incredible hitbox. This is made especially useful due to Okina's short height delaying when jump ins hit him.
2C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P4+6/0+0 S2+4/0+0
5
2,3
22
-
-2/-17
-
-
-
-
Really good low in isolation. However, this move doesn't lead to anything combo-wise and is completely outclassed by 2A in almost every foreseeable way. There are a few gimmicks associated with this move due to Okina moving forwards during the animation, but the majority of them are both reactable and unsafe.
2C 2
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.
P4+6/0+0 S2+4/0+0
5
2,3
22
-
-2/-17
-
-
-
-
Second hit of the move above.
3C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P19/2 S16/0
5
2
22
-
KD/-15
-
L
-
-
A sweep with good priority but mediocre range. Can be canceled into 623A to immediately follow up with a command grab while still leaving enough time to meaty.
Air
j.A
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.
P13+13/1+1 S11+11/0+0
3
2,2
N/A
-
-
-
H
-
-
A fast multi-hitting normal with strong air-to-air presence. An incredible tool to wall the opponent with a fadeback hop thanks to how large a portion of the screen is painted with priority disjoints, and is also great for extending pressure with forwards hops thanks to leaving you plus on block relatively high in the air compared to most jump ins.
Note that if you land both hits this becomes Okina's most damaging jump in for any mode.
j.A 2
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.
P13+13/1+1 S11+11/0+0
3
2,2
N/A
-
-
-
H
-
-
Second hit of the above move. 6f gap between this hit and the previous one.
j.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.
P24/3 S13/0
12
5
N/A
-
-
-
H
-
-
Description.
j.C
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.
P13/1 S11/0
3
4
-
-
-
-
H
-
-
Solid anti-air presence compared to Okina's other jumping normals due to the hitbox being positioned higher. Otherwise pretty obsolete thanks to j.A
All but low C in Power mode can cancel when crouching
Dashing
Dashing high
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.
P26/3 S19/0
P6 S13
3
P31 S24
-
P-5/-10 S+2/-18
-
M
-
-
Basically a different move between modes. Not particularly noteworthy in any of them though.
Dashing low
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.
P26/3 S19/0
9
3
29
-
KD/-23
-
L
-
-
A dashing sweep which hits low.
Speed chain
5A>5A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
5+4/0+0
3
2,2
12
-
+9/-6
-
M
-
-
Multihit combo filler. Good for hitconfirming due to being relatively safe on block.
5A>5A 2
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.
5+4/0+0
3
2,2
12
-
+9/-6
-
M
-
-
Second hit of the move above. 6f gap between this hit and the previous one.
5A>2A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers.
StartupNumber of frames for the move to become active, first active frame included.
ActiveNumber of frames the move remains active for, and can hit the opponent on.
RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from.
StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state.
Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you
MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points.
GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked.
CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move.
TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
9+4/0+0
3
1,1
16
-
+6/-9
-
L
-
-
A fast low to chain off 5a. Even more useful cancel properties compared to Okina's normal 2A, but notably can no longer cancel into 2A itself. Not as useful as a hitconfirm compared to 5A>5A due to being easier to punish on block.
5A>2A 2
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.
9+4/0+0
3
1,1
16
-
+6/-9
-
L
-
-
Second hit of the move above. 6f gap between this hit and the previous one.
5A>5B>5C
A turtle that's useless for turtling
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
7
4
25
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KD/-23
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Okina's autocombo ender. Causes a hard knockdown and has greater effective range compared to 3C, but enables less options due to a longer animation and an inability to be canceled.
Special Moves
Turtle Thrust - qcf + A/B/C
qcf+A
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.
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Description.
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.
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Description.
qcf+C
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.
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Okina throws turtle projectiles from his basket
A version is a short toss, and then it crawls along the ground
B version is a longer toss
C version has the tortise coming out then moving back to Okina; it heals Okina slightly if it reaches him
Turtle Tremor - hcb + A/B
hcb+A
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.
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Description.
hcb+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.
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Okina whirls himself in a top spin, attacking the opponent
B version is a knockdown
Super Cancle able
Tortoise Tromp - hcb + C
hcb+C
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.
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Okina launches himself forward
Anti-Air potential
Fisherman's Feint - dp + A/B/C
dp+A
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.
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Description.
dp+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.
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Description.
dp+C
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.
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Okina throws a fishing line with a turtle at the end, meant to trip/knockdown
Unblockable
From version A to C the length of the line is determined
Pacificst Pounce - rdp + A/B/C
rdp+A
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.
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Description.
rdp+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.
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Description.
rdp+C
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.
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A vanishing, teleporation technique
A version, called Feint puts Okina and the far end of the screen.
B version, called Earth puts Okina in-front of opponent, hitting opponent low with a turtle
C verison, called Heaven puts Okina above opponent, dropping him down on his/her head.
C version is overhead
Desperation Moves
Genbu Blast - f, hcf + AB
f+hcf+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.
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Okina spins and creates a damaging tornado
Super Desperation Moves
Rage of Genbu - f, hcf + B
f+hcf+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.
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Okina holds out basket and a Dragon Turtle pops out and hits opponent
The tossed Dragon Turtle will lock in on where you are, so block instead of moving
Combos
Any Mode
Dash A/B, qcf B
Dash A/B, hcb A
j B, B, qcf B
j B, B, dp A
hcb B, f, hcf AB
Power Mode Only
j B, f C, f, hcf B
Speed and EX Mode
j B, b A, A, A, B, f B
j B, A, B, C, df B
Dash A/B, d B, hcb C
j B, A, B, hcb A
Super Speed Combos
A + B + C + A + B + C + A + B + qcf C
A + B + C + A + B + C + C + B + qcf A
A + B + C + d C + A + d C + f BC
A + B + C + d C + A + BC + A + qcf B